Having played a game or two on the new Semois... reasonably continuous green cover does actually seem to make a really tangible difference, at least against bulletinless MG-42s... that said, there isn't much on the new maps that really works as such.
Also, in a game on Semois, I also had to throw three separate molotovs into a smallish house to actually kill an MG (without the Ostheer player moving it at all)... now, that seems to be much of the problem with MGs in houses... they're hard to approach, grant a lot of area control and bonus LOS, and take both ages and a reasonable amount of munitions to kill even if the opponent plays as badly as they possibly can. |
im not sure guard grenades should be super strong given the fact they have such armor and dps in addition to smoke. Yes I know they are expensive I just prefer shooting over nade fights
TBH, I'd like shock nades to be great against buildings/garrisoned units but lackluster on the ground. Currently their grenades are just flat out worse than guard nades (which together with the PTRS rifles causing jumping gives guards surprisingly good AI functionality). |
@Immortal - shock grenades are pretty dreadful, tbh. Guard grenades are probably the best in the game right now. |
I have the same problem as Lionred and it is extremely offputting. Would play more if that were fixed. If it's on my end I'm not able to fix it, and a lot of people I'm seeing in game have the same thing regularly.
I quit around 3 weeks back
The breaking point was ludicrous Goebbels style single player campaign (which I didn't play but was horrified by its review)
Bought the game expecting excellent multiplayer, as many friends hailed vCoH. Then I put up with ridiculous unrealistic and counter-historic units hoping it was done in favor of balance. Then survived several patches that unbalanced the game even more. Then I had enough, there is nothing in this game I like anymore. Let it die
Don't accuse a campaign you didn't play of being Goebbels style and of being your 'breaking point'. |
Someone made a thread a while back where they said the German sniper's faster ROF is largely only applicable at closeish distances, i.e. distances at which a sniper shouldn't be operating. In addition to which, the 40 hp is just way too low. I've seen a few get ZiS sniped with just a normal shot, and any sort of indirect fire can basically just instakill them.
Basically, he'll die in a ton of scenarios when a soviet sniper team would get out with one man.
I'm finding Soviet Snipers less problematic now the German scout car upgun doesn't remove the AI, and I think German players are getting much better at not worrying too much about the snipers and just sitting on cutoffs with a halftrack reinforcing. |
I'm glad that nades can kill units in smaller buildings. Too often seen maxims and MGs just tank grenades in buildings. That house seems a bit big to go down in one hit, though.
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+1 to the OP. The change is a big step in the right directions and it makes me hopeful that certain other units will be getting a good tweaking.
This patch, I tried to ram a brand new Tiger tank with a damaged T-34/85. The ram deflected on the frontal armor and the T-34 exploded (!) Funny stuff.
Tiger ram from the rear is around a 60% chance and from the front just under 40%, IIRC. The big difference is the elephant, which has huge frontal armour, but you've still got a 100% chance of disabling if you ram it in the rear armour.
Really good changes for the useability of the Tiger, imo, and also rewards proper vehicle flanking with a ram a lot more. |
Vet is based on the cost of the unit doing damage, hence light vehicles get it very quickly. |
However, I must agree with OP on this one. What you are describing is all good and well in theory, but as OP said its hard to destroy lets say Piv with Assault gun, or AT gun for that matter in the hands of a unskilled player. Why, well all he needs to do is click near tank destroyer or at gun, get little bit lucky with line of sight and it negates skill. Its difficult to manouver fixed gun vehicles to fight of noob. Even if the tank is seen from far away. You couldn't accidentally flank Marder in the hands of skilled player.
As MagpiesFlight said somewhere: "it takes enormous effort to defeat spamming noob" Because infantry isn't punished in the hands of unskilled player enough. Basically, he can cross roads, stand in open and come up close to infantry in cover with minimal loses.
I wont go into MG in the house supported by mortar, being a lot more viable option than using snipers, micro-ing your way to the house to drop molotov or nade that has very little effect.
It is far, far harder to flank an SU-85 with a P-IV than to beat a P-IV with an SU-85 right now. Even with the cone vision and AT-nade changes. An SU-85 with a spotter can reliably mangle two unvetted P-IVs. AT guns are a bit lackluster at the moment but supported properly and overlapping each other they do alright.
I agree with the bit about infantry and especially MGs in houses. |
@Topic: snipers are still reasonably threatening to units in buildings. Soviet snipers especially can normally force units out reasonably quickly. Small arms vs. buildings needs to be stronger. |