Panzerfausts in CoH1 weren't snares, but did good damage.
If Volks aren't meant to have a snare, then why not have a non-critting panzerfaust variant that deals a higher amount of damage than snares typically do?
Obers should be the ones that have shreks. I don't understand why they don't have that option. By the time they show up on the field, their ability to purchase shreks will be limited by the number of fausts the volks have had to fire all game against allied vehicles.
This makes complete sense for the (intended?) flavor of the OKW. |
Units can't shoot what they can't see.
Entities are what 'see', not the player. They simply reveal areas for the player. Also, shot blocking and sight blocking are functionally in the same in-game. The entity has to find a way to make LOS to be able to fire unless it has attack ground.
So while you can see infantry on either side of the smoke, they actually can't see each other.
(Incidentally, this is what causes a ton of weird behaviors, especially from infantry, because there can often be glitchy sight blocking objects that rarely correspond with visual objects.) |
Brits just went on major sale over Black Friday. Just in time, amirite? |
You know, if the ability was a passive one that just extended the sight of captured territory, I wonder if people would feel the same way. |
Obers are lategame units that don't have AT.
They aren't shock assault type units, so they're not that effective at flanking or clearing crew weapons. Sturmpioneers are better at flanking an ATG and clearing it than Obers. And Sturms are probably a closer equivalent to PanzerGrens than Obers.
While Obers can kinda tank and kill these units from range, they're still expensive and need other infantry to screen them. Even so, you have to hope your opponent doesn't just focus fire your MP away. It's not like they have super human regen like Knights Cross Holders had to try and mitigate the massive MP costs.
I've always thought that Obers should have shreks and Volks should have fausts. For a resource starved faction, being forced to spend munis on fausts before that reliable shrek comes out makes sense, especially now that they don't have income penalties. It gives Allies a choice (not that they're lacking with Brits now, but still) on how to pressure Axis. |
It's actually hard to say.
In a lot of ways, where CoH2 picked up where CoH1 left off, such as more streamlined reinforcing, fence vaulting, and in many respects the TruSight system are great.
However, CoH2 attempted to reinvent the wheel in a number of ways, especially where faction designs, resource/territory mechanics, bulletins, and commanders are concerned, which really seemed like steps backward.
Territory points in CoH2 are dumbed down from CoH1, which dumbs down the importance and depth of map design. The CoH1 maps in CoH2 highlight this immensely.
The commander system where CPs are automatically unlocked along a single linear choice is much less dynamic than CoH1's doctrine system, and this is even despite the multitude of commander choices and abilities.
And in the end, CoH1 is old and unsupported. It's hard to view it fairly without nostalgic glasses.
But what is interesting is that I find that both games have arrived at the same fate: Wehrmacht v Americans in CoH1 was really the only fun and balanced matchup. Soviets v Ostheer is really the only fun/balanced matchup in CoH2, (at least for me these days).
The original factions had hope of good gameplay, but once the mutant variant factions are grafted on, the ship starts sinking. But despite them, the original factions seem to hold up in their own vacuum. |
Or granatbusche. Grenade Launcher/PIAT type AI/AT. |
You know, I've never understood why OKW had those flak guns as base defenses to begin with, other than because, well, the other german faction in CoH1 had them, so why shouldn't the 2nd German faction in CoH2 be the same?
I mean, it made some sense for the Panzer Elite because they had no ATG, or mine layers outside of doctrine or the munitions halftrack (lulz). A base defense that could hold off light vehicles was very appropriate, especially since an M8 mine dropped at a building exit could be such a decisive move.
But OKW has a t0 ATG. OKW has a starting assault unit that lays and sweeps mines. Units don't spawn out of buildings.
Still doesn't make sense to me, or seem appropriate for these exact kinds of issues. |
You may be both correct if the squad size is including the officer/squad leader or not. |
"new"
Yeah, my thoughts exactly.
Blobs have been an issue for many patches and versions of this game. And it's predecessor. |