Which I think is fine since they are pretty easy to kill. It rewards keeping them alive.
And it's easier for them to get vet than to kill them, which is what people are pointing out here. |
It seems random, sometimes it doesn't mange to kill a single pioneer and other times it kills a PG. |
what is the total dps for conscripts and guards in comparison to penals? |
Penals are weak (no armor). For a unit that cost 360mp that's a big problem. I found them mainly useful in going against grenadiers. 1 on 1 they will beat the grenadiers, but at what cost?
building required
slow build time
360mp
no AT
no armor
Aside from that their only useful feature is the satchel charge, but good luck using that without getting your guys killed, lol. |
haha, I didn't know that could happen. Ramming Tigers in general does not seem like a good idea anymore.
After the patch, I rammed a tiger 3 times and it never worked. So in my next game playing german I got a tiger and sadly it was rammed successfully. |
I think most of the points brought up are right on. Vehicle and infantry behavior is bad and uncontrollable some times. The only good thing I see in all of this is that longer infantry battles reduces the micro intensity. That's good for helping players think instead of just click. |
Abdul, please edit your post to follow the instructions for this thread, as everyone else has.
They are written in the first post.
what are u talking about? look first post below:
1. PROBLEMS:
A) MG42 soldiers take too long to flank/force retreat with conscripts
B) Unlike grande in COH Molotov is not consistent in killing them/forcing retreat
C) Firing range/arch is massive
D) suppression is too effective/fast against everything including units in green cover
2. SOLUTIONS:
A) make small arms fire more effective against them, especially in close range
and/or
B) Make Molotov more effective
C) Reduce firing range a little
D) Adjust suppression so at minimum suppression/pinning is not so instant and factor in cover
E) Maybe consider reintroducing the Fire Up! feature from COH1 and provide it to shock troops
3. Germans are supposed to be played defensively until later in game, but with the Grens, PG, Scout car, and especially the MG42 they are dominating the game so early.
|
Yes they are much improved now, and the ram nerf makes it fair towards players with heavy tanks, but is it me or is the t34 accuracy poor? It seems to miss so much against both tanks and infantry. |
TLDR:
2. Solution:
Reduce the sight range of the HMG crew from 35 to 30 (or 28/27ish). This means that if someone is moving squads in carefully, they can soft retreat, initate a flank, call in smoke and/or pull in more squads.
3. Comments:
This change would reward cautious play and situational awareness on both sides. HMGs would be the support weapons behind spotting infantry while being slightly worse when on their own. Infantry approaching the HMG can evade it.
If this change is added, the sight range bonus and Blizzard negation should be decreased, too. At least for HMGs but could also be a part of making buildings weaker in general.
For the Maxim, they could have 30 sight range all around but 35 sight range in their cone.
this is a nice idea
TLDR:
4: Problem 2, MGs too effective on their own:
MGs are too effective when on their own. They deal a lot of damage and can capture territory so you don't need many supporting units in the beginning of the match.
5: Solution:
Decrease the DPS of the weapons that can cause suppression but increase the damage multiplier of non-suppression weapons (or just certain ones). Currently, most weapons deal decreased damage (about accuracy*0.25 for many) against suppressed squads.
Increase the modifiers (e.g. to accuracy*0.66). To achieve the damage reduction of the MGs, decrease their damage multiplier vs. suppressed targets (e.g. to 0.33 from 0.25) and slightly increase the suppression of the Maxim to compensate (and bring enemies quicker into suppression state).
Also make them capture slower (e.g. 75% or so of normal squads).
and this one also |
1. PROBLEMS:
A) MG42 soldiers take too long to flank/force retreat with conscripts
B) Unlike grande in COH Molotov is not consistent in killing them/forcing retreat
C) Firing range/arch is massive
D) suppression is too effective/fast against everything including units in green cover
2. SOLUTIONS:
A) make small arms fire more effective against them, especially in close range
and/or
B) Make Molotov more effective
C) Reduce firing range a little
D) Adjust suppression so at minimum suppression/pinning is not so instant and factor in cover
E) Maybe consider reintroducing the Fire Up! feature from COH1 and provide it to shock troops
3. Germans are supposed to be played defensively until later in game, but with the Grens, PG, Scout car, and especially the MG42 they are dominating the game so early.
|