Neither JLI nor Paths are, as Katitof says, really "elite" infantry. They're pseudo-snipers with utility functionality.
The only problem I have with Paths is that they can Bar/Zook up, but that's a factional design problem I have with USF/UKF as a whole. Otherwise they're hardly imbalanced, they're only any good supporting other infantry that can take fire for them... or ambushing snipers/team weapons from range. Spamming Paths ends with you losing the game vs any halfway competent player.
Paths sort of need to come at CP0 because they're intended to "Pathfind" for Airborne paras.
I actually want to hear if you believe there is no hope for things like main gun crit, abandon etc, or how would you approach them besides removing them or deactivating them from multiplayer.
They should not be RNG based mechanics. That much is certain.
I think it is sad that abandons are removed, this is the type of thing that makes a COH match exciting and unique. if you support your tanks/vehicles it is not that difficult to destroy the abandoned vehicle before the enemy can crew it. it punishes diving too deep if you aren't careful.
Noo it doesn't. It rewards turtling as much as it "punishes" diving. It's far too swingy a mechanic to be RNG. The same function is already performed by the armour/accuracy system without adding yet another set of dicerolls.
RNG abandons are a terrible mechanic and I am not even slightly sad to see them go.
I can't say I'm sad to see abandons gone, if the alternative was to implement them the same way as in CoH2. (I.E; RNG garbage)
Though this is just a pre-alpha campaign slice, I expect things will work rather differently in Multiplayer. (its also possible many systems simply arent implemented yet.)
I don't think ptrs penals overshoot. At least have not seen a single overshot with a penal squad, while could with Guards, but it was definitely not 'hit mostly everytime' type of situation. And the amount of damage and penetration ptrs has at far range is hardly enough to be a problem. Zooks and shreks weren't a problem, then why ptrs' are?
I don't believe that PTRS are able to miss vehicles at all... except perhaps a max range Kubelwagen?
I mean generally if you go through CoH2's files using it's own Archive Viewer you will notice that they don't really have campaign folders like here.
They only have _sp units which are used in the Allied campaigns so it makes sense to me with all of the evidence we have that there will be a German campaign in Africa with Rommel in this game as opposed to CoH2.
Plus there's also mention of the DAK in the files as well, further hinting at the above.
Neat! I wonder what the Afrika Korps' gimmick will be, when compared with the "regular" german faction?
While it's true that a lot of people don't seem to realise that this is an alpha build: It's honestly not /entirely/ terrible that people are mentioning things that they do and do not like about things such as the artstyle/UI/etc.
This is the time in which they could (comparatively) readily make changes to these aspects, and people making clear what they want from the "aesthetics" side of things helps Lelic know what the final product should look like.
That said; the things that should be focused on are more the gameplay/core design side of things. I hope there's enough of that type of criticism being levelled, it's rather more important to the end product.
I can confirm from digging in the game's files that there will be a German campaign since there's battlegroups and units listed there, including Italian ones:
It's possible that the AI uses Battlegroups and similar, though. Is it necessarily evidence of Axis campaigns?
Go back and read my post carefully. I am not saying just the phototypes, but almost all german newly implemented tanks in 1944 and 1945 in general.
Also, oh boy, this is for sure an "Axis v Allies" argument. Go back and read how many people are thinking it is fine to have JT, Ostwind, and Sturm Tiger in CoH2.
The JT, Ostwind, and Sturm Tiger were all actually used during WWII though. That's the difference.