I have in multiple instances had enemy rifle squads walk across half the arc of an mg42s fire before being suppressed, and still crawl across the other half without ever being pinned.
I've consistently had conscripts and rifles alike walk across roads directly towards a set up and faced mg42 head on and still manage to throw a molotov or a grenade, (and usually decrew or force a close retreat as a result.)
As Ostheer I just spam grens until I can steal a maxim so I can suppress something. |
Hey, even if the stuka misses, all your squads are running around out of cover and positions and all your weapon crews aren't set up.
Which is incidentally the best possible scenario for blob infantry tactics. |
It'd be nice if squad leaders had a chance to survive a critical kill hit/lethal explosion. That way a stray explosive may not wipe an entire squad, but certainly cripple its combat ability. Being reduced to a sliver of health instead of outright dying means very little if it occurs whilst under fire, but it would mean the world for freak squad wipes. (Especially on the first shot.) |
Option 1.
T1>T2orT3>T4
T0:Conscript/Penals.
T1:Core infantry Unit with PTRS purchase. Sniper. Scout car. (Rather it be a Zi5/6 that can upgun to an mg, while I'm dreaming.)
T2:Maxim, mortar, and ZiS
T3:T70 and SU-76, Katyusha
T4:T34/76, SU-85, Shock Troopers, and either global or individual upgunning for T34s and SUs.
This is more or less reminiscent of the original Wehrmacht, but I really feel that the current tier system hamstrings the shock value of at least half the soviet army.
This way fuel could be utilized in non-linear ways while still fielding units with some semblance of shock value and utility. |
Actually, in the early versions of CoH2 cover was nullified at close range. Units firing within a certain range were unaffected by cover. That was changed rather soon.
Late game infantry just instagib anyway, regardless of their vet. That's the only change for 'better infantry combat' I'd like to see: squads, especially vetted ones, not all dying in one shell/nade/bullet.
When damage is spread across entire squads, a single bullet can cause lethal damage to multiple entities in various positions and cover. I recall there being a significant push to eliminate instances of 'overkill' from combat, and having (some) combat damage being distributed across whole squads to 'make balancing easier' or something rather.
This is extremely unintuitive, and makes for extremely clunky infantry control, especially where timing retreats is concerned. Pathing issues exacerbate this problem to an incredible degree as well. (Nothing like snow molasses for squad wipes.) |
USF is blobby not because you build a bunch of rifles, it's that to tech, you have to build MORE infantry squads.
You build your infantry force, then you have a bunch of other infantry squads that are REQUIRED to field more advanced units. Only the LT comes out early enough to potentially replace a rifleman squad. The early game necessitates using manpower effectively, and the USF is good at this.
It's as USF enters the midgame that they are forced to keep churning out infantry to get any sort of tech. That's when they're left with this unwieldly blob. |
Relic's 5-year plan for CoH2 is to make CoH 3, 4, and 5 using the same engine and assets as CoH2, then to sell them for full price but as "DLC" for CoH2.
CoH2 is using the same engine and assets as CoH1. The entire Dawn of War franchise used the same engine as well.
A group of people made the Essence Engine and CoH1. Almost all of them left afterward and were replaced by the people who made everything that Relic is known for now. Opposing Fronts, Tales of Valor, CoH2/WFA/AA, and the DoW games. |
Unless the factions are fixed, all buffing/nerfing will be futile. |
Infantry soldiers that get killed in such a manner that they crawl around block the pathing of units. I understand that there's a straightforward logic to this, but they trip up units trying to maneuver around. Since these units cannot be controlled and are locked into a set animation, they can cause a significant amount of pathing issues.
Many times the direction the wounded soldier takes is directly in the retreat path, reducing an entire squad's speed to a literal crawl.
Furthermore, this is what often turns a mortar shell into a ridiculous pathing nightmare as once bunch up units freak out trying to figure out how to step over their fallen and former comrades.
The aesthetic is nice, but it can be far too often detrimental to gameplay. If they simply just clipped through everything in their dying throes, I think the job would still be accomplished without tripping up the flow of the game. |
Pioneers are actually the Milice, don't tell anyone. |