Having played many hours of (in addition to being an RGD coder for) Europe in Ruins mod for vCoH (persistency mod), I can say that the ability to rapidly engage an opposing unit from outside the range of effective retaliation, and with very rapid damage, is almost priceless.
A pair of StuGs will splatter an area with enough shells in very short order to make mincemeat out of enemy squads, and they work fantastically against anything that's not an SU-85. I started playing CoH2 and immediately stuck with building StuGs instead of P4s. Maybe two weeks ago I started dicking around with P4s, and found myself shouting at my screen in rage (even when facing the AI) because of their longer reload and general inability to ROFLSTOMP enemy armor in short order (or kite effectively). I play with almost all of my units within 1-2 screenlengths of eachother, so you must consider that there are 3x LMG42 Grens (or 2x LMG42 Grens with an MG42 backing them up), a Shreck-totting PG squad, and a pair of flammen Pios usually standing in front of my StuGs. Maxim spam? Spam them with lelshells from maximum range until dead or buy a mortar. Con rush? Que the LMGs -> rush flammens into the pinned mass. Tanks? Que StuGs.
TL;DR, I like StuGs. They're very... *StuGnatious* fighters.
Yuk yuk yuk yuk. |
The DPS increase is very, very, VERY negligible. Even multiplied with a blob of the affected squad, you're not looking at an I win button...hell, some of those cooldown buff cards won't reduce the cooldown of the rifle by more than half a second (if even that). |
Con/Rofl Command/Penal/Penal
or
Con/Con/Rofl Command/Penal/Penal
usually works for me. Penals are far better for fending off infantry from cover, but their inability to build cover or ward off vehicles of any sort (satchels require the vehicle to be immobilized or microed by a monkey), in addition to them being expensive, glass-cannon Cons, relegates them to novelty. Cons are far more cost effective (you can see this in most any end-game screen). Vetted Penals are a terror, but they can't Ura! their way around an MG--since all of the Ost tools were made to halt Cons (that can, by default, Ura!), Penals get caught and unable to maneuver around the threat or escape without very advanced planning and a very good idea of where the MG/suppression source is.
The total lack of battlefield utility makes Cons more appealing. This is, in fact, my biggest gripe with how CoH2 infantry was designed.
Why do we need one unit to build sandbags and another unit to build barbed wire? Why does one faction have access to MG nests and the other doesn't? Why do I need to buy a DLC in order to make tank traps? This was a huge deal in vCoH, being able to mold the battlefield to your needs by creating cover for yourself or denying it to your opponent. Engineers could build MGs, sandbags, wire, mines, OPs, and tank traps. Riflemen (~= to Cons) could build, with an Infantry Company specific unlock, wire, sandbags, OPs, and mines.
WM infantry, while having more basic options, had no prerequisite, and could construct wire and sandbags right off the bat. Pioneers had the same building abilities as Engineers (regarding field defenses).
In addition...mines no longer grant veterancy? What? This was a huge reason to want to have mine-planting ability for your infantry. This was a fantastic way to vet up squads that were less than useful in combat (see: Combat Engineers). Now there is little point to use mines as they focus on raw damage rather than a disabling effect(their main boon in vCoH) or, in the case of Pioneers, are too time consuming/expensive to place.
/rant
TL;DR, Penals are fantastic killing machines but have little in the way of actual utility. No merge, almost pointless expensiveness relegates them to very niche rolls that pale in the overall usefulness and cheapness of Conscripts.
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No. |
^Thank you for the honest (totally not sarcastic, trolling, and generally out of place whilst in this thread) response. |
Well, the MG42 (and Maxim?) could give team weapon cover (like AT guns) to the crew very close to it. However, I don't think this would be a good change because it would allow the HMGs to set up wherever they want and still get the same benefits as if they were deployed behind a stone wall.
Sadly there is one Team Weapon Heavy cover, no lighter version of it. If there were a light version of it equal to light (yellow cover) and if the cover area behind the mg were basically just working on the gunner, I'd think that would be a good change.
So for now, just always deploy in cover
Also remember that you have to basically be "behind" the cover object to actually receive the bonus. The shield icon can display even when just one of the crew gets the bonus and the rest of the weapon team is sitting in the open but then the others don't actually receive the bonus.
HMGs and Mortars generated light cover in vCoH by default (directional, so it was less useful for mortars). |
Why get a Tiger when you can get a Panther?
IMHO, a well-microed Panther is worth just as much, if not more, than a Tiger, plus it leaves doctrine choices open (I felt the same in vCoH, except for the part where a Tiger is badass as all hell and had that "oh s**t" factor). |
^Well thought out and absolutely true. As a history buff, I'd love to see PGs as a 5 man squad with the option to buy and LMG, G43s, and a single shreck (all separately, mind you). Terminators? Yes. Very, very expensive? Also yes.
However, "HURR BALANCE > REALISM SKRUB L2P SO BAD MUCH FAIL".
Oh, and then Relic might not make as much of a profit out of people buying commanders to try and stem the tide of PGs (I dunno, maybe soviet industry or something? beats me, honestly).
TL; DR it seems nobody cares at this point. People have yelled about stuff like this in the past and the weapons, availability, and capabilities of infantry squads have remained almost unchanged. |
It's hit or miss (hue hue). Sometimes it's infinitely useful, others (see: team games w. Pgrens -> Panther spam) it's a useless manpower sink that ends up sitting at your base, forgotten, until you mollie it with a spare Con squad to get 9 extra pop for a new tank. |
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