The British sniper "snare" doesn't effect the movement speed of tanks, so that's a stretch. If you count that but don't count the pak and stug abilities that makes no sense to me
None of those are good reasons to give volks a longer range snare by default
It could be argued that they perhaps should have it? Can you just take a stance if you're gonna respond to mine?
Doing this as they are nerfing light vehicle strategies across the board doesn't seem like a good idea
The British sniper snare does actually snare all light vehicles, up to and including the Luchs. Against heavier tanks it doesn't, sure, but this can be considered reasonable given it's range. I'm not counting the PAK or Stug as they are unable to snare anything at all, on top of them being dedicated AT platforms rather than infantry. This is still an ability to snare at range that OKW simply does not possess.
Im not sure what you want. I stated my stance, I don't think volks necessarily need a longer ranged snare. How much more clear do i need to be?
When you say these strategies are being nerfed "Across the board", you're just talking about the T-70, AEC, and WC-51, right? The WC-51 is going to be somewhat less dominant, certainly, and the T-70 being toned down is certainly nice, but they're still going to be very powerful units, the AEC isn't exactly built for its ability to obliterate infantry, incidentally. Also: Only the WC-51 would be affected by an earlier Faust timing, given that the T70 and AEC come onto the field after an OKW player will have placed his first truck.
Is Grenadier's early Faust not a problem, incidentally? An earlier Faust for OKW wouldn't be going to give them some unique strength there, it would just put them relatively close to par with OST against early ULVs. (Lower range on their fausts, but OKW do not build team weapons early, and so would generally have an extra snare-capable squad over OST) |
The 250 HT Grenadier veterancy issue is still outstanding actually and it is being addressed by the new patch
Oh? Perhaps that's where I read the fix, I was reasonably sure I'd read about it being changed in an earlier, actually implemented patch.
Still, I'd rather they just dispensed with that squad. |
Reduced is a strange way of putting it. Same range as snares on riflemen (until vet 3), cons, royal engineers, and tank-hunter infantry sections. Why should it be longer?
I suppose it can be argued that Axis troops are generally faced with rather more threatening light vehicles(T-70 being the main culprit there), and similarly earlier, actually threatening Ultralight vehicles (WC-51, scout car, etc).
All three allied factions also have inbuilt methods to extend their snare range, whereas OKW and OST do not. Conscripts can sprint, Riflemen get an extension at vet3 (This is obviously only impactful lategame), and the British do still have their Sniper Snare. "Stun Shot" on PAKs and Stugs I feel is not quite comparable, before anyone mentions it.
I'm not exactly sure Volks "need" a longer ranged snare, like Grenadiers have, but I can certainly see how it could be argued they perhaps "should" have it.
Honestly I would like if they got it earlier at the very least. They're terribly vulnerable to certain light vehicle strategies, to the degree that PF doctrines are often used "solely" to help mitigate that weakness. |
As you are experienced in this topic, I'd like to ask if you could please clarify this matter for me:
This bulletin https://coh2db.com/bulletins/view/id/239/name/with-extreme-difficulty affects grenadier_squad_mp and grenadier_squad_mg42lmg_mp according to the "Targets".
What does this mean? Is one the standard grenadier squad and the other one that comes with the Mechanized Doctrine in a 250 HT with the LMG upgrade?
Or the grenadiers with the kar98s and the ones with the lmg are seperate entities? If so what happens if they pick up dropped weapons on the field?
Additionally, if the above hypothesis stands, does that mean that https://coh2db.com/bulletins/view/id/369/name/hail-of-gunfire applies only to Obersoldaten without any upgrades as there is no entry for their upgraded weapons? Or is it a global effect to any and all weapons they may equip?
I find that the intel bulettin system is rather arcane without good knowledge of the mod tools and COH2 engine jargon.
I believe the Grenadiers that come along with the 250 HT are what that refers to. For whatever reason they're technically a different unit to regular grenadiers... presumably due to the fact they have the LMG by default. To my knowledge this has caused a couple of minor issues in the past, I think when Grenadiers were changed to have 20% DR at veterancy three the HT Grenadiers still had their old bonus for a short time, for example.
Unrelated, but I still hate "bundle" callin units like the HT+Grens/Pgrens, and the Soviet HT+Assault Guards. They're very limiting, i'd much rather just be able to call the vehicle, and in the Soviet's case be able to call both the vehicle, and the Guards separately. (I'd go even further to say I don't like "callins" as a whole. Every unit should just be buildable, except perhaps airdrop and infiltration units) |
I've never really understood why people compare Panzerfusiliers to Penals of all things, when they wish to talk about PFs' strength. I'm really not sure what's supposed to be similar about the two units.
Penals are an expensive "semi-elite" shock unit, intended to overpower axis infantry early, but don't scale terribly well into the lategame (Though they're not as helpless as people state). PFs on the other hand are a "more expensive than usual" line infantry, that starts out very weak in combat terms, but is able to scale fantastically into the late game (When substantially invested into with Munitions, and once they reach veterancy 2+).
Penals aren't a fantastically designed unit, and still need quite a lot of work, but the specific comparison between them and PFs has always struck me as rather odd. What is the reasoning behind it?
In any case, I don't think Fusiliers are particularly overpowered, even with their sixth man upgrade. You sacrifice a fair amount in the early game (Though you do have a vital snare you otherwise lack) and a large investment of munitions to attain a very solid line infantry unit lategame. Is their shrecked performance noticeably better than Panzergrenadiers', incidentally? |
I have to be honest, I really don't like Ram as an ability. It's basically a suicide option in most cases,which is really rather against the spirit of the game, but especially when in conjunction with certain offmaps, or even the B4, it has a potentially absurd payoff in terms of what it can do.
I'd prefer to see the T34 get some sort of other interesting gimmick, but I can't really think what it might get. I'd have suggested some sort of canister ability, but I don't think the russians typically issued such things in T34s... or giving it some sort of indirect utility similar to the ZIS and SU-76... but again, I don't think this is commonly done, and would make the SU-76 even LESS attractive than it is already.
The fact it can capture territory is a rather underutilised aspect of the tank, incidentally.
Regardless of all else, the T-34/85 DESPERATELY needs to have Ram removed and replaced. It absolutely doesn't fit that unit... but it's not as though it needs buffing by giving it a more universally useful ability. |
USF and UKF stock planes are an entirely different topic than OKW flares, honestly.
Honestly, even as an Axis "main" I agree that Spec Ops flares are far too good, and should be replaced, or given to some unit in the OKW arsenal as a fireable, rather than being an offmap. (In team modes. In 1v1 they don't pose as much of an issue, despite being uncounterable) |
Can you commonly neutralise a single point in teamgames to cut off the enemy's side of the map? My understanding was that 2v2 and up generally didnt have "cutoffs" with as much strength as 1v1.
This is more of a meme strategy than anything else, surely? |
Volks get sandbags because they cannot justify building a second Engineer unit, which would leave their Sturmpioneers absurdly overburdened if they possessed the only way for OKW to produce green cover.
The other examples you might like to point to are UKF, who get Sandbags on IS because they are unable to build Engineers until a few minutes into the game, and USF, who get Tank Traps instead, which have their own utility (Though they're rarely used as actual tank traps)
Basically, if Volks didn't have Sandbags, the faction may as well not get them at all. Volks having sandbags is more understandable than Cons having them, if we're being entirely honest. At least Soviet might be able to actually have two units out that would be able to build them. |
I like this idea, though I would rather do without the Medic upgrade. With the advent of Medics for UKF (And the fact they can get Medics on their Forward Assembly) I think Medic Sections are deprecated, and especially in their current configuration; Entirely too strong.
I like the idea of the Marksman section, though. Perhaps replace the Medic upgrade with an upgrade which gives them a model with a Sten or Thompson?(Or no extra model, but a thompson anyway) Perhaps this could give them an offmap smoke barrage, as UKF do have some trouble accessing smokes.
Perhaps this would be too strong, though. |