Little tweaks... funny.
Not one step back was basically industry but arguably better. Good luck beating 100 pop cap of infantry outside your base at 3CP.
Urban Assault Pgrens we’re effectively immune to bullet damage and evaporated squads almost instantly.
Please don’t add these commanders. We already have too many commanders. |
Could just make AT tommies non doctrinal and buildable out of t2 or t3.
They suck against other infantry, can’t take medic/arty upgrade and are only useful for the snare. Hell, they’re not even great against vehicles. It’s also a low workload solution. The squad is already in the game.
I’d rather just give tommies a snare upon researching grenades. Why do people think that would be OP but rifles carrying double BAR, LMG grens, volks, guards, ppsh cons and having snares are fine? Tommies are good, great even but require extreme investment to out perform LMG grens and vetted Volks, while also being less flexible.
Edit: Falls have snare and can paradrop anywhere on the map and can stealth but they’re hardly OP. Ost’s Jaegar command squad can sprint and snare and has an extra model over grens and comes out of the box with g43s. I hardly think giving tommies a fuel based upgrade snare would break the game. |
Give a snare when you research Brit nades, even if it’s something low range like the PTRS penal satchel.
Remove mortar pit and give them some real indirect fire to help against MGs.
Slightly buff Comet again.
Other than that I think Brits aren’t as bad as people think. Sections are great, UC is good, AEC is good, 6 pounder is insane, Vickers is good, sniper is fine, etc. It’s really just the lack of snare and lack of ability to dislodge MGs since sections suck at flanking and commandos are doctrinal.
Edit: I think every faction should have access to some form of flamer engineer, mines, AT gun, and mortar outside of commanders since these are such core components of the game. |
ggwp |
I mean it suppresses in 1 volley making it hard to move out of its LOS and then pens on third volley. If you don't know its there you its practically an insta-retreat for anyone in its line of fire.
Not to mention it does a decent amount of damage, costs relatively cheap and is in t0
I'm all for smoke and flank but its field of fire as well makes it hard to move around let alone smoke as it fires outside of its arc due to the arc actually being further forward at the tip of the barrel.
I'd suggest a suppression tone down to reduce the insta pen but keep the long term pin idea in place. Its just so hard to leave it arc.
So smoke on top of the MG. It could have a 360 degree arc, but if the smoke is on top of the MG it still can't shoot. |
Vickers is 260 mp isn’t it?
And Ost needs the MG42 because Grens are the weakest early game infantry squad. Good luck against Cons, Rifles, and Sections without the MG42.
Maxims are still great. Better than the MG42 in some ways, most notably survivability. |
But if you could, would you change anything in this unit?
This unit works, it's used, no1 says it's not but question is it scale well enough compare to other mgs and is it balance? Personally i don't have problem with it but i think i should vet quicker to scale better in time.
Currently, probably not. Quicker vet might be something to play with/test and see what happens. Perhaps knock off 10 or 20 manpower, and/or make it cheaper to reinforce.
I'd rather see the ISG be a bit better, or at least slightly cheaper, or have a damage bonus against weapon teams. Something to help OKW against HMGs basically. But that's for a different topic |
AT guns will kill the bunkers with ease and will help against the 222s.
A mortar or two for smoke when approaching the HMGs should help. |
That's the genius of dynamic popcap: it works both ways. In essence, all it does is reward good play. In Coh1, you could easily capitalize on a lategame mistake by your opponent by cutting him off as he retreats, making it nearly impossible for that player to comeback. In Coh2, the static popcap only ever punishes the player that's in the lead, which translate into constant comeback opportunities. It's exciting the first few times, but after a while it becomes both a chore and a bore...
It wouldn't be a stretch for me to say that static popcap is the single thing I dislike the most about coh2.
I see COH2's popcap/MP income relation more like WC3's upkeep system.
No one is forcing you to build more units if you're ahead (and thus decrease your manpower income). There's no penalty for floating and it's the correct thing to do sometimes. If you're already ahead on the map at 40/100 pop cap, why make more units (spending resources & decreasing MP income)? Why not wait until you see what your opponent fields and use those resources and pop cap to counter him? The exception to this is if you're expecting something like a T70, fielding the AT gun around the time you expect the unit to hit the field can save a lot of map control - but that's a calculated risk. |
Guards are too good.
Ost mortar got nerfed, USF mortar got range increase
A 70 range atg it not bad, the captain tech is lackluster (or LT too good, take your pick).
Units being too bad, or too good should be balanced, not kept in their artifical state for "reasons".
Else you get the current brits.
Furthermore, OkW already suffers vs support weapon spam while having lackluster support weapons (with the exception of the vet 2 rak that becomes OP). Keeping the mg34 below every other mg (yes that includes the maxim) without reason seems weird to me especially considering the power of the 50 call, or the insanity of the vet 1 vickers/mg42 (or my maximspam).
Every unit should be viable to use, not something you "have" to get in other to get something as fundamental as suppresion or garrison clearing (looking at you wasp).
As is, the mg34 is barely functional and pales in comparison to every other mg.
Giving it actual damage would go a long way of correcting that.
I agree that the MG34 is the worst of the MGs, like the USF AT gun is lackluster compared to other AT guns (except the Soviet baby AT gun). However, both perform their functions acceptably well which was the point I was making in counter to what Vindicare posted initially.
The MG34 doesn't mow down units like a Vickers or MG42, and it doesn't suppress as brutally as a 0.50cal, but it still does it's job. Similar units can, and should, be better/worse across different factions as long as they're still viable. Plenty of people use the HMG34 at the highest levels of play effectively, and my own experience with it/against it indicates that it is balanced (or very close to). Hence my position that it should not be changed.
Yes it's the worst when compared to others, no it's not so bad that it is completely useless/not viable. |