Asking for pershing is like asking for soviets to have wehrmacht tiering system.
It just will not happen. Deal with it.
lol, just like the US faction, right? |
+1
Its extremely frustrating to have your tank switch its turret arround when you chase an enemy vehicle into the fog of war. |
If implemented I guess it would be more of a cosmetic feature than anything else. Dont know if it would look any better though.
On a sidenote: modern armies still uses bayonets, not for clearing houses but mostly when assaulting enemy positions and entrenchements. |
Bayonets belong in WW1 or before. WW2 is modern warfare. Case closed.
Modern armies still use bayonets... |
I understand the frustration, though I somehow have problems building any sympathy for the people who were throwing money at Relic when they were at theire worst. |
You're commenting one aspect, ignoring quite a few others directly connected to it, which made that one aspect you've chosen to comment how it was in the first place. Suppression seemed better in CoH1, but there was also immense amount of things that hardcountered suppression with 1 skill less click.
I see noone here arguing that "charged up" etc. should be added to COH2, do you? |
Im commenting one aspect of vCOH. I see no reason to defend other aspects of the game I didnt like.
Why is it that you cant mention areas where vCOH was great, without someone bringing in some version of rose tinted glasses? |
I still don't understand why the MG42 can't have the suppression values it had in vCOH. It's insane, go back and play it, and no one ever complained about that. MG spam was not viable, it wasn't really viable in November either, because there were plenty of counters available, far more than in vCOH. Both factions have loads of them now too. The problem is support weapons can cap. That is the only reason MG spam was viable. So if we want MG suppression back, we need to disallow capping by support weapons. I know that's kind of crazy, but think about how much less viable Maxim spam, the most complained about Soviet strat, would be?
270*4 manpower spread out even all in the arc of fire (as can happen on Minsk) should still beat the MG. You are rewarded for your spacing and micro. That's fair. Blobs packed in a small area running straight up to the MG and killing it purely because of their DPS should not be viable - you're rewarding bad micro. I'm not sure how they should fix this, but honestly what they did in VCOH was better - the stuff being directly fired at got pinned really fast whereas units in the sides of the arc would not be instantly suppressed, but suppression would still kick in eventually. I just feel like the AOE is not big enough.
My big issue is MG retreats vs US - even if you pack up and leave before you take a lot of damage, the higher rifle DPS kills the MG far too often on retreat, whereas it can escape a conscript blob just fine. So that's one of those balance issues I despair at them being able to fix - buff retreat bonuses too much and it's unfair to Soviet, but right now it's one of those things making the US/Wehr matchup very difficult.
Great point. The MG was great in vCOH. Why change it? |
Except lets be realistic here. People that play well can win at an eco disadvantage. Positioning and micro will still come out top.
The disparity, however, been well over 1000mp vs a static, 240mp unit should not be enough to cause this level of alarm.
MGs are not meant to be parked out in the open and left alone to handle a million infantry, they're a support unit and you use them to supplement your main force's capabilities. One or two squads with an MG should allow anyone to manhandle a blob. Using OKW as an example, a Sturmpio and Volk should be able to destroy a USF blob if they have an MG34 with them(Assuming here there are no M1919s) due to Sturmpio's huge DPS and Volk grenades and so on.
The game is about how you use your units. And if you're using your single MG against a blob that costs 5x more than it does, you're using your units badly.
Noone is saying otherwise. Point is that the X amount MP should beat Y amount is a bad one, as how you use your units and counters should be more important.
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oh man 1400 manpower beat my 240 mp MG
pls halp relic
Isnt that the approach that keeps blobbing viable? I mean, if we follow you logic the only viable counter to blibbing would be a counterblob. |