Argh, these threads always make me miss vCoH Wehrmacht. The options and design of their tiers were so well designed to how gameplay actually proceeded.
CoH2 Grenadiers even when upgraded and vetted still get chewed up at close range. There's no MP40 option to trade off range for being able to hold off being rushed by infantry in every engagement in every game ever. And because that trade-off doesn't exist, grens essentially are always most effective at range, regardless of what units allied players are fielding. It comes down to critical mass of DPS, not player choices and tradeoffs in most cases. |
If it's an entity modifier, which I believe the conscript RA modifier is, it does transfer between squads with merge. I am not entirely sure how that RA modifier is applied though.
Conscripts that merge into other squads retain conscript stats on the entity level, but not the squad level.
This is why weapon crews recrewed with pioneers retain the larger sight radius, despite being a different squad, and conscripts merged into shock troops don't have the armor. |
You're right, they beat pioneers too.  If I am able to pop out point blank on a squad, yeah they are effective, but against smg units like pgrens or sturmpioneers its still pretty 50/50.
But I didn't clarify that I meant without flamethrowers. The flamethrowers are a whole other business.
The underlying point is that they're a 4 man close range unit. It's so easy for them to drop to a dangerous number of entities that while they may beat an enemy squad, they do so with no remaining field presence or combat ability. |
A lot of OKW's early game depends on effective Sturmpioneer use. Using shot/LOS blockers to your advantage to keep them alive and maximize their close range effectiveness is key. Any smart player is going to focus on the Sturmpioneers over Volks, and you can use this to your advantage. Once your opponent starts focus firing your sturms, try to duck them behind a LOS/Shot blocker. Enemy infantry will all jump out of cover and start closing the distance to try and reveal your sturms. If you opponent is wise to this, they will stop focus firing, which can be your cue to move those SPs back in.
If you have a volks squad at long range, you can use this dance to whittle down your opponent.
Also, many OKW players have gotten into the habit of using kubels offensively, which was extremely effective before being patched. They really have to be used defensively these days, except for maybe an all-out rush on a fuel point in the first moments of the game.
But losing the manpower spent on the kubel is usually not worth delaying a fuel point most times, especially since all non-muni points give fuel income. Trying to deny a fuel specific point is hardly as effective a tactic in CoH2 as it was in vCoH. |
I like any USF doctrine that has assault engineers simply because it is frustrating not having mines. I love the M20 mines, but it's such a pigeonholing cost to go LT and make an M20 just for mines.
However, assault engineers are otherwise just allied pioneers. They can defeat unupgraded grens and unvetted volks, but that's about it. |
I still wish Penal Battalions had the option for a DP package instead of only flamethrowers. I miss having a long(er) range stock unit as Soviets. An upgrade path for Penals with flamethowers and Satchels, or DPs and a suppression ability would've been great.
As far as the package goes on Guards, I find it to be worth it if you have spare munitions to spend on anti-infantry measures. It isn't worth it for Button though. If you're playing Guard Motor, Mark Target is a far superior use of munitions for handling Axis armor than button. |
T34/76 doesn't excel at any particular task and is usually not worth the 100 fuel. That doesn't mean that it can't kill the crap out of infantry units.
I notice that the T34/76 rarely hits infantry while moving, and while it's gun isn't great, it's when the tank is stationary that you will see the best anti-infantry results. |
And yet, with both Ciez and Katitof's examples of how imbalanced the game was in its earlier days, things were so much easier to balance because there weren't USF and OKW completely changing how Ostheer and Soviets interacted.
Soviets and Ostheer were designed to face each other. But the WFA did the same thing that Opposing Fronts did: introduced factions that attempted to reinvent the wheel. The WFA factions, like the British and Panzer Elite, are designed to play against each other, and don't necessarily integrate well against the original factions.
A fifth faction, British no less, is only going to make balancing even harder to accomplish. The easiest way they will mesh with the existing factions is if they bring absolutely nothing new to the table, or if core game mechanics are being overhauled, neither of which are exactly likely possibilities. |
You are missing the aim of pio + MG, sure range is a thing, but you forget that:
- MG will suppress a squad pretty quickly, rendering her 75% less effective, but will also deal less damage to that squad
- Pio can rush this suppress squad and shred them, cause they are not affected by this "damage reduction on the suppress squad"
- Bonus: If 2 squads are coming, you can suppress one, attack them with pio (shooting at a squad will not allow her to take off the suppress ) then suppress the other, etc.
Early game, totally, yeah. Pioneers are virtually assault grenadiers. Two pios are an extremely competitive force early game, and usually what I have supporting my mg crews for the first few engagements of the game.
But there's a bajillion and a half different counters designed around negating MGs so I am eventually overwhelmed. I find it ultimately more economical in the long run to just decrew those wounded 1 or 2 man squads that retreat and recrew them with pioneers so that the grenadiers that inevitably supplant pios on the front line can actually have mg support. |
I often use an alias in ANY game if I am a)not trying to be social with friends and acquaintances and play without distractions b) I am testing things out, especially new maps or mods c)I am (not) playing competitively.
I don't think it's necessarily a bad thing in and of itself. I think what's more in play is that automatch is currently not providing satisfactory match-ups regardless of your rank or account, and this undermines virtually all sentiments of sustainably competitive play.
I know I haven't ever smurfed in games that use our steam information like CoH2, but back in CoH1, for instance, I had an account I would only use when I was playing competitively and 'for realz'. Any game after a few bong rips and half a pint of whiskey would usually be on a different tag. |