I think he means retreat, not reinforce. |
the grenade upgrade cost 150 manpower, 25 fuel, and a stockpile of munition to be effective. As you said, the grenade upgrade is in many ways inferior to having a mortar unit due several reasons. This is why giving mortar to the USF buffed the faction. They can barrage the enemy instead of relying on grenades.
It's more effective against a conservative enemy, but worse against a aggressive one. It's a trade-off that adds veriety, not a general buff. A buff would be if the faction was simply stronger against all builds, which isn't the case. |
Skyshark is right. The mortar was necessary to help counter early mg spam and garrisons on certain maps as well as add some well needed variety to USF early game. It does not make the USF early game any stronger as there is a clear trade off between field presence.
Grenades were always a half measure to MGs and garrisons, not a full counter. Grenades are easily avoidable, and smoke only causes players to reposition their MGs. They heavily drained munitions and were simply not enough on several maps.
We can debate on the correct stats, but the addition of the mortar was definitely a good thing for the game.
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Hmm, why are you saying that? Then how about someone suggests that USF shouldn't get a free squad for each tech-up? How about they remove the vehicle crews and make the faction repair their stuff like everybody else has to? How about USF loose access to major tech in case the major dies and rebuilding it wouldn't only cost MP but the fuel as well? Too much free stuff, please....
Both western front armies have flaws and benefits compared to the other factions. If Flak HQ is set up in a dominant position where it actually provides significant area denial to infantry then it is also easy enough to destroy it. Replacing it costs 300 MP and 135 fuel and it is not that durable.
The difference is that the free USF squads don't completely shut down elements of the game. Shore USF might get an extra boon when they tech, but no playstyles are specifically prevented against them. Even the captain lost it's free zooks so that they don't get a automatic vehicle counter.
On top of that they do end up paying pop costs over time, so they aren't exactly as free as they seem. |
1. It prevents cut offs
2. It destroys planes (benefit exponentially stronger with more OKW players)
3. It doesn't cost anymore then the cost of tech
4. Any risk associated with losing it is undermined by the KT and other doctrinal call-ins
5. It WILL exist in every game
The biggest annoyance to me is the free AA. It directly makes specific commanders less effective just because OKW is on the field. A cost should really be added, maybe while reducing some of the side techs on the medic HQ. And maybe a toggle for AA to actually add some micro to it, instead of it being so automatic.
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I always knew they had stopped producing content for the game.
I just hope they fix the rest of the underpowered units before they give up support so I can enjoy the whole game, and not see useless content laying around. Especially those usf commanders. |
Most of these aren't a problem.
Only wher's mechanized, sov's landlease, and usf's armor are even good enough to attempt to not tech eventually. All the others aren't really call-ins that you can go all game without and are limiting your potential by not being able to support with other tanks.
Also you are missing a couple like 105 sherman and kv-1.
Only thing i would suggest is nerfing stugs vet ability, locking soviet sherman and 105 behind tech, hopefully adding some bufs for the 105 too. |
Keep in mind this unit comes inside a commander that gives buffs to units near the FHQ. As a result, buffing this gun has serious consequences since it will make counter play near impossible. If you make it better against Infantry than German players cannot use MGs to control conscripts around the house. If you make it better AT than it always pays to go this commander since you don't need T2 for any form of AT.
Remove the unit and possibly add some more late game (Howie would be good) to a commander which is all or nothing after the 8 minute mark. M-42 is in 2 commanders |
He/Ap toggle |
Oh yeah sure, since whatever position you occupied just logically cannot be occupied and used against you by your enemy!
2 things, be mindful of where and how you place your defensive position and if you can and want, destroy it or render it un-operable, denying it to both yourself, your teammates and your enemy, like it works in the real world.
It's a risk-reward system since the first day of CoH that should stay the same, please don't go with DoW III's route of having that stupid bubble shield cover system, it's dynamic and it should stay that way, that makes CoH what it is.
I know how to use current defenses just fine, I don't need pointers. I just think the game would be better if there was less risk associated with defenses. The defender takes time and effort that they could be doing something else just to have those turned against them the moment they go away from the position. I just think the game would be better if sandbags where all naturally one sided and there was less risk for them. |