People seem really confused about this still.
IT HAS NOT BEEN REMOVED.
Pretty much every infantry small arms weapon has point blank: true. The current value for range at which cover is ignored when it is true is 10. Does not affect building cover. You can very easily check this out on kholodny's leftside spawnpoint as the house there has a stone wall right next to it that is clearly within range 10. Try to clear out the house with the help of that stonewall and you'll see that it doesn't do anything. But stand behind the tank corpse on the south side of it and things are suddenly a hell of a lot more comfortable.
That... is GREAT to know. Thanks!
Were you only able to figure this out recently now that mod supports back, or has this been available knowledge for all this time? |
Status update on Charity please
Ineffectual. |
I don't think it necessarily has to do with which factions get the best repair to manpower/pop cap ratio, but how the OKW faction appears to be noticeably more able to repair and return their heaviest units to the battlefield.
And this, I think, has to do with forward retreat points and sturmpioneers being effective frontline soldiers. It means that they're always going to be close at hand for any OKW player.
Ostheer and Soviets have to drag their engineers often from their base because every non-OKW faction's repairers are terrible in combat. And though the USF has forward retreat points, rear echelon can't stand up to anything, and they don't have anything substantial to repair in the first place.
Or perhaps OKW units could lose maximum health as they repair?
Regardless I honestly feel that ALL factions should have an at least minor manpower penalty for repairing. |
Man I miss vCoH Pumas for punishing blobs.
The Luchs does well, but I have to play OKW in order to use it. |
I typically reference the Sherman upgun to t34s simply to illustrate that it would not be a novel thing for Relic to code up.
But I just want me some Supply Yard action again. |
Hope, yes. Faith, no. |
The fact that there is no true side armor in this game exacerbates this problem.
This was a MAJOR oversight, if not lazy game design decision. This should have been in the game hand's down. The excuse they made for not having it is nonsense.
I think it was planned, but didn't survive THQ's demise. It was advertised, though, early on. |
Losing repair units when you have armor on the field is always bad news. Sturmpioneers are the most expensive/strongest repair units in the game. Those are indisputable.
But what's going on here is that unless you're playing the OKW with their repair tier, or as the SU with their one specific commander doc, or it's one of the gimmicky maps with rep stations on it, you're not going to easily repair your armor.
The USF can use vehicle crews to repair, so their tanks all come with free rep units, and the Soviet Union has many doctrines, (still, doctrine though) that provide self repair, or conscript repair ability.
The only thing I notice is that the Ostheer are actually pretty freaking lacking in repairing their vehicles. They got pioneers. That's it.
I don't think there's a single Ostheer unit, doctrine, or ability that introduces alternative repair options. |
I would very much prefer that the 222 be resistant, but not immune, to small arms fire.
Machine guns, BARs and DPs should be able wear them down, but AT nades should deal a significant amount of damage.
It'd be nice if the unit could function as a way to really force some form of AT out of allies before the heavy tanks are called in. Strong enough to necessitate a detour in teching/waiting for CPs, but vulnerable enough to infantry AT that they can't spearhead assaults.
Infantry with upgraded weapons in green cover should beat a stationary 222. If the 222 flanks the cover, the 222 should win hands down, unless driven too close/pushing and gets in AT nade range. |
I've never found OKW to be resource starved. Being able to turn munitions into fuel and back makes it real easy to get what I want, when I want it.
Generic resource points reduce strategic advantage of every territory for everybody, but for OKW even the munitions points can generate fuel and vice versa.
As the other three factions I am almost always starved for one resource or the other, and not both. If I am starved for both I've probably already lost. OKW is unique in able to compensate for this without having to choose a commander for it as Ostheer can with luft and ostruppen.
And then there's this whole salvaging thing everyone forgets about. |