My guess on why the Ostheer mortar isn't deemed so powerful is because it doesn't create squad wiping explosions very often, (usually only around corners and vaulting squads) and that it is only accurate with its autofire, not it's barrage ability, which I think many people use to their own detriment. |
They cannot reveal if they have read it or not due to NDA. But they are excited about it. |
Against OKW on the virtue of being OKW? No.
Against proper Raketen and JP4 usage and vetted shrek volks? Yeah. |
I think the issue is that USF can decrew a vehicle to free up pop cap, not that anyone can recrew a vehicle to go over pop cap.
There are many instances where I would love to reinforce my army fully or free up the 1 or 2 pop cap I need to build or call in a new unit. USF has the ability to swing a vehicle's worth of pop cap at any time with the ability to actively decrew their vehicles.
It's not something that's going to get fixed, or even considered being fixed, as long as USF doesn't have any actual heavy tanks. |
Honestly, I just miss the damaged and destroyed turret traverse criticals.
It didn't slow down a tank's ability to escape, it didn't completely eliminate is ability to fight back like main gun destroyed, and it gave the choice for players to turn and/or show rear armor to try and finish off an enemy vehicle.
It gave the chance for lighter vehicles to circle strafe unsupported heavies in addition, without having to tweak unit stats endlessly/ineffectually. The majority of variables in CoH2 have nothing to do with unit stats. |
I'd just prefer things like mortar shells had a smaller lethal AoE, and a larger damage radius that dealt moderate damage. They really like to miss, or land close to their targets, which makes them completely useless until they score the direct hit in which case it can be irrevocably powerful.
I'd rather the first shell miss, the second shell reduce most squad members to 50%, and the third kill off squads, rather than the first two miss completely, then the third wipe everything. The other mortars tend to work more in that fashion, but the 120mm stands out in the extremities of utility. |
Any sub-6-man squad has trouble staying alive after tanks. |
I rarely use wire because most factions have a vehicle on the field to instantly crush it by the time I'm finished constructing the wire.
I rarely use tank traps because they're not even an available option unless I'm USF, in which case I'm already sad because my Rear Eschelons can't lay mines, which undermines most of the utility of tank traps. Also, as USF, it's hard to justify blocking off areas of the map to tanks because USF always needs as much maneuverability as possible against Axis armor because of the whole no heavy tanks thing. And if the USF is trying to lay anti-tank mines they're doing it with an M20, (which means the captain is delayed, and by extension, ATGs) which ultimately means that those tank traps aren't redirecting enemy armor anywhere meaningful.
And if they are blocking off traffic towards USF ATGs, mines, and bazookas, it almost by definition has to be the lategame.
Also the Axis heavy tanks I believe just straight up crush tank traps, which further makes them useless. Which makes most of those defenses completely obsolete by the late game. |
I am now fascinated by this and how it ultimately works. Just what kind of crazy and screwy thing must happen to make it occur.
I wonder if it has something to do with how the AI takes over when a player leaves. You end up still being there but the AI has become activated. |
Yeah the rifle nade has been an interesting ability since CoH2 launched.
It seems to swing from being absolutely useless or incredibly powerful.
The only thing about Rifle nades is that I think they need to have a bit smaller range and instead of exploding seemingly just before impact, should have a 0.5 second timer or something.
It would give a rather negligible chance for crews to move, or at least finish up packing before the explosion hits. Once an mg team is packed up the squad usually breaks humpcover and the rifle nade is much less devastating.
MGs that completely ignore the fact that a riflenade is incoming would still eat it pretty hard.
But more than anything I feel ALL grenade abilities should be disabled or have their ranges throttled when suppressed and/or pinned.
Grenades should make quick work of mg teams when its thrown from a flanking position, not from the front. Or at least not from the front and out of cover. |