>>Complains about LMG Grens
>>Wants 2xLMG on Cons
>> attemps to make me look stupid.
>> forgets that soviets have their own lmg, which has a lot less dps than mg42.
>> forgets that guards have two lmg upgrade as well and still loses to grenadiers with lmg. |
there seem to be a lack of equipment decisions in this game. i don't mean one upgrades that only improves the squad like conscript ppshs. i mean upgrades that makes the squad fill a specific role.
in company of heroes, the british faction you start out with ordinary infantry section but you can chose to have either rifle grenade, bren gun, or recon infantry section. in the panzer elite faction you start ordinary panzergrenadier with kar98ks but you can upgrade them to have g43s, mp44s or panzershrecks. you can only have upgrade for each squad.
it's either good anti infantry or good anti tank but not both. in coh2 however, all the upgrades directly improves the unit, but not change their role. i think it would be better if you have a few different kind of upgrades for each squad.
i wanted the panzergrenadiers in coh2 to be similiar to the panzergrenadiers in vcoh. in coh2 i think they drop panzershrecks too easily even though, they also kill tanks incredibly fast, too fast. i wanted them to start out with only one good panzershreck instead of two, but others complain that would make panzergrenadiers good against both infantry and tanks, therefore i think it's fair that they start out with kar98ks but can be upgraded to have either mp44s or panzershrecks.
that way a panzergrenadier squad would not be either super anti tank infantry or an antitank infantry with surperb infantry killing power.
why stop there?
we can do the same with conscripts, you can either upgrade them to have either two lmgs or two ppshs. the lmg for dps conscripts but ppshs for assualting conscripts, (keep in mind that soviet conscripts in 1944 were well equipped). guards that could either upgrade to lmg for button upgrade or svts for great infantry killing power.
if you can choose a different kind of weapons for each infantry, it would expand more different kind of units as each squad can fulfill a different kind of role, instead of having only one upgrade that just improves your unit.
why can't conscripts and grenadiers have a regular grenade. rifle grenades can't be shot from close range and moltovs is a crap idea and it relys on criticals to kill since it does such small damage. both grenadiers and conscripts should have a normal grenade throwing ability. |
i personally think the guy interrogating the main charecter in the coh2 campaign would make a better more interesting main character. i don't see movies or games where the main character is the "we must achieve victory, no matter the cost! fuck the enemy, make them bleed" kind of guy. it is always the "innocent guy in a cruel world" kind of person that becomes the main character, it's so boring.
where's that guy with the beard at the end of the forgotten sacrifice trailer?
we need a badass protagonist. |
i think a little more should be removed, this post turned from a "let's talk about new tech suggestions" too "let's hate nullist" post |
240 mp penal squads, done. they are already very different from conscripts and making penals a lot cheaper would make them a lot more viable. remove the svts so they won't be OP as hell.
the only reason you would get penals is because of their ability the satchel charge and they are a big squad with a very powerful flamethrower. i think a cheaper 240 mp penal squad with conscript's rifles would be the best change. |
Soviets uses lot of AT during war. Not just field guns and AT rifles. They had some nice AT granades such RPG-6 and RPG-43, both was able to penetrate 75 mm of armor. Yep, they used of bundles too. But in Coh only the Panzerfaus penetrates and crits in 99.9% of the time.
In early war they used even AA 85-guns K-52 to stop panzers.
In WW2 it was enough to stop the tank, not to destroy it. But we can't take such approach in the game, right?
yea, but it only takes one panzerfaust to kill off the entire crew in a soviet tank, yet in this game the panzerfaust only damages the engine or bounce of the su85 and the is2. |
I think T1 would benefit from some handheld AT.
i just remembered how powerful sniper scout car combo is, i don't think t1 should have any AT at all, the only real counter to the soviet scout car is the german scout car, and if you have to dodge not only high speed conscripts with AT nades but also additional t1 AT units to kill the soviet sniper combo than it's going be a lot harder to destroy such a powerful unit. |
this leaves a huge vulnerability in soviet's ability to deal with armour. there is no mobile hard counters to german armour. AT guns don't count as they are limited in mobility and require constant resetting up, easily bypassed.
which leads to the usual, AT nades/button to disable german armour and then send in your own tanks to deal with his anti-tank tanks, which honestly, is quite a high risk no reward move.
well, during the war the soviets only had AT guns that could reliably take on german armor. i don't know about soviets using american bazookas against german armor only captured panzerfausts. what the soviets did do is they mass produced more AT guns than any other country did in the war, the soviets stopped german armor by massing a lot of AT guns together creating a pakfront but that is difficult to do in the game due to its high cost. i proposed that soviet AT guns be cheaper but everyone seem to just disagree with me. soviet power is with their heavy weapons. if you are complaining about lack of AT from t3 then let's make relic put this in.
http://en.wikipedia.org/wiki/57_mm_anti-tank_gun_M1943_(ZiS-2)
fires faster, AP ability, reposition faster, but weaker crew and no barrage. |
Thread: T34/8515 Oct 2013, 23:17 PM
i think you're giving the guy too much credit. |
In case you haven't been paying attention, Penals already outdps the living fk out of Cons.
and i never said that i was satisfied with how the penals are right now. |