I miss the neberwerfer.
I also miss the walking stuka being an expensive halftrack upgrade, not an end-game fuel distraction/cost.
If the panzerwerfer at least had the durability of the OKW stuka, that'd be nice so it didn't just instantly die to everything since it often has to get in closer than ATG range to hit anything effectively. |
I didn't know about this on Langres, but I know that there are a lot of maps that have a fair bit of offmap that new units can maneuver around. I usually notice it because units on the offmap can't be issued anything but move orders. This usually results in having an annoying delay between my engis/pios and repairing because I'm waiting for them to cross the line onto the game map.
I'm curious if the south side has any similar routes. |
This seems like a perfectly reasonable and achievable change that would positively impact a thriving playerbase.
That said, let's see if the Brits, of all bloody things, helps with the latter part. |
Where's the "I don't use CoH2.org" option?  |
The SU-76 just needs a reduction of how many shells it fires per barrage, especially for being a free ability. It should, though, incrementally increase the shells fired with vet to the current amount fired by vet 3.
Something like:
Vet 0/1, 4 shells
Vet 2, 6 shells
Vet 3, 8 shells
Because I think it shoots 8 shells now. Everything else about the barrage functions rather well. |
Bulletins that change the functionality of units are just asking for heinously imbalanced/lopsided matchups.
Already not having a good loadout of commanders can significantly impact your ability to play a match. Players can be crippled before the game even starts when choices made out of game can impact the match-up ingame. By and large these sorts of things can really put a damper on any sense of competition.
I mean, CoHO was chock full of ridiculously oddities and good lord that was the furthest thing from a competitive game environment. Sure it was fun, but it certainly wasn't competitively interesting. |
The 221/222 has slowly been pushed towards becoming the vCoH Puma functionally because the Germans/Ostheer/Wehrmacht? have had to wait for a P4 or an Ostwind to have non-infantry AI. The halftrack was as good an AI force as the scoutcar without the upgun and could also transport and reinforce, which put the old SC in a very awkwardly useless position.
But the thing is, the Germans/Ostheer/Wehrmacht have no unit that can quickly be dispatched to defend a harassed territory point. Luchs, T70s, and even M20s are rather capable of deterring errant squads harassing cutoffs. The 222, unfortunately, is (still) not effective in this role. It takes too much damage from small arms to fulfill any combat role.
The thing about the vCoH puma was that it dominated infantry, but the M8 Greyhound and Stuart could make short work of them. Upgunning the puma sacrificed the AI gun, which was a very meaningful tradeoff for both players to calculate around. |
There are zero infantry in the game that don't have AI. Not sure how getting AT on your infantry means there's no AI.
Unless you mean spamming ATGs means you won't have a strong infantry force. True, but spamming anything that's not infantry means that you won't have as much infantry. Gimping yourself army composition-wise is, in fact, gimping yourself. |
The USF base looks the way it does so it makes you 'feel' like you're ready for action.
I usually chalk that feeling up with the fact that I start with a Rear Echelon squad that can do absolutely nothing in the base it started, much like Sturmpioneers. |
Do you mean one player having two snipers or both players going sniper first? I will assume it is just one player, but if both players rush a sniper, then they both went t1 and you won't be fighting maxims, mortars, or ATGs for a while. There will just be conscripts, engies, snipers, scout cars, and penals. So: make grenadiers.
If there's an OKW player, get a kubel. Early snipers rarely have much support and kubels are actually pretty good at getting kills. Soviet snipers only have 48 health so they drop really quick. Plus you can chase.
If you are both Ostheer players, you're going to be out of luck for a strong counter. Your best bet is to either play extremely aggressive with your grens and just try to close the distance to get a few shots off. Killing one of the team members at least sets back their manpower more than reducing a squad of conscripts down to 1.
Otherwise you can try to play defensively and lay some AI mines at choke points/shrubs. (You can cancel after one of the four areas has been built to save munis/time.) But I don't find this to be that successful against strong players.
The main thing you want to do is try and capitalize on the intense time and manpower the soviets have invested in t1 units. Since the Soviet Snipers don't recloak quickly and have to stick two entities in cover to achieve it, it can be rather easy to ambush them. Plus they have a REALLY long aim time so after their first volley you have some time to advance and try and push them off.
But if both players are working in tandem, then you have to coordinate a flank with your teammate and still try to capitalize on the lack of manpower the sniper's ally will have versus the combined army of you and yours.
If they are maxim spamming into buildings while double snipers run around, I don't have much advice for you. All my attempts to handle them never are effective enough and cripple me before the impending Quads. In which case if you can make it to 3 CPs, the ostruppen from Mobile Defense (Puma Doc) are actually pretty good roundabout counters to snipers. They're just too weak and numerous to make snipers effective. |