too* |
I would really like to see trenches removed and replaced with constructable green cover in the doctrines that have this ability. I think it would add a good deal more strategic depth to the commanders that contain this ability as opposed to a campy molotov trap. Anyone else feel that this change could bring about a different play style or whether its an idiotic idea all together? |
Limit 4 Lts
1 CPT
Actual company's officers |
I have been farming War Spoils using the script method that is mentioned in the Farming post and wanted to bring to light a trend I have been noticing.
While doing this with purely OKW I left only the Scavenger doctrine in and of the bulletins I received 50% applied directly to this doctrine (those being the accuracy increase for Jaeger Lights and OKW ostwind armor).
I found this interesting and only left in the Encirclement doctrine for Osteer when I started farming for them. I received 2 stormtroopers bulletins out of the 5 rewards I have had in the last 12 hours.
I may have been extremely lucky but it seems there is some kind of weight system attached to what commander you have in.
Just thought I would share my experience as I know gathering bulletins can be a bit time consuming. |
I know everyone tends to be about realism all the time but perhaps the range increase granted from vet two could change the effect of the grenade if fired from say 30-40 yards to much lower damage and light suppression similar to the effect ISG's have. |
I wouldn't mind seeing a reduction in the effectiveness of it's direct fire mode. As a trade of potentially a buff to its barrage, increase it's indirect fire range, or some improved AT pen for direct fire shots. |
Sorry for the confusion. The auto fire function is what I find to be broken about both of these weapons.
I merely would like to see more consistent and impacting performance when using the barrage or attack ground.
@Cyridius just like the mortars current attack ground.
I just feel both these weapons have kind of gone the way of the 120 in use now I am no pro or expert but often my the most damage my opponent will deal will be from arbitrary one shots through auto fire which just doesn't seem to highlight tactical superiority. |
LONG POST MOVE THE THE RED IF YOU ARE UNINTERESTED IN BACKGROUND
This suggestion may be a bit off for some of you and shoot me down all you like it is purely a way that I feel would be much less frustrating.
Artillery will never be the hero of COH as it is an infantry and armor fanfare which GOD I do not want a WWI sim so for that I am thankful. At the release of WFA (As I did not play the beta) I was so excited to try both of these units as a former artillerymen myself all I could think is hell yea some steel rain I will actually build. (Not that I don't love my Tube slapping infantry brethren)
These light artillery pieces both are terrible at one thing, the thing they are meant to do support infantry. Its all well and good to build one plop it down and "skill" away squads and while that truly was the way of the Easter Front, it doesn't quite fit with the confrontation in the West.
Proposed Change
What I envision is that both weapons do not have an "auto-fire" function. They will still have attack ground which can be enable and will fire at the sustained fire rate (or notional one for the purposes of balance) indefinitely at a location. If the target is shifted there would be a target acquisition time.
German ISG - This units stats would remain identical to current with the loss of auto-fire being the only penalty.
US 75mm - Target Aquistion time 10s/7s/5s Fog of War/Squad Near Target/Officer Near Target
- Barrage Accuracy (using current values) 75%/125%/150% Fog/Squad/Officer
This would facilitate the more proper and deadly use of these weapons and would give the true feel of American Support fire while using the 75mm I know its a shot in the dark really but you could use the barrage function with some success to mount an assault. I think that feel would be amazing and would make these something other than worthwhile/worthless auto killing machines. |
Thanks for the input gents I am going to see if they still count towards pop cap when it happens again. Its not a huge issue expect that the weapon is useless until those 2 models die. |
Recently I have experienced this bug a decent amount. The crew will be reduced to 2 and this will be stuck unable to fire or move the AT gun at all. I have had it happen with the Rocket 43, Pak, and US at guns anyone else noticing this? |