Also there is nothing wrong with the Command P4 being bought as the second or third unit. That's only logical when you - by the design of it being a COMMAND vehicle with an aura - get the most benefit from it.
I sometimes get it as my first unit because the aura on Panzer Grenadiers with Combined Arms (Panzer Gren Passive which adds -10% received accuracy and 20% movement speed ) is really good. Combined with the 10% damage reduction on the Command P4 it is almost good enough to be a new meta. The smoke ability on the P4 helps Panzer Grens deal with MGs/AT guns easily as your Panzer Grenadiers can make quick work of it.
Yes, but why would you do that?
I also don't buy a Scott and complain that I would have gotten better AT with a Stuart. Why do you keep focusing on the combat strength of a utility and support vehicle that's major plus is a very strong aura?
It's not supposed to be good at fighting, but it grants better performance to everything around it.
I agree with what you are saying with this but at the same time Relic/Balance Team tends to half ass things. They use like 0.01% of their brain's mental capacity when designing things (especially maps, Relic couldn't even be bothered to make maps so they let the community/Balance team do it). Command P4 should not have copy/pasted vet and vet requirements. That type of attitude is seen all throughout the game. For example USF have their own sound assets for planes but they copy and paste abilities and most abilities use the German Audio files. So Airborne Commander on USF paradrop, Brit Paradrop (the one with At Gun/Med Crates -forget the name at the moment) and Soviet paradrop abilities are all using German sound files due to copy and pasting being prevalent all over the place. Hell half the Vet 1 abilities in the game are copy and pasted across multiple units (Pioneer First aid and Grenadier First aid for example). Such laziness is exactly why Relic deserves to fail and go bankrupt. None of the love shown in COH1 is shown in COH2.
Anyway assuming that COH 3 fails (high chance since everything about it so far is bad especially the mobile friendly UI that no one asked for) and they decide to work on COH 2 again, they need to deliver on the Vet rework they promised they would do many years ago. Units like the Command P4 should have its own veterancy instead of the copy and pasted vet from the P4 which would hopefully give the unit some love. At the moment a Vet 0 and Vet 3 Command P4 is almost the same thing except with an ultra fast turret rotation. Kind of defeats the purpose of unit preservation.
I love how the person who always derails and troll's threads is now asking for people to get back on topic.
As for the British Command Vehicle it is fine considering that you need to essentially sacrifice a vehicle for it. Personally I would like to see different effects based on the vehicle chosen (Choosing Firefly for example would not give a penalty but instead only grant additional penetration to surrounding vehicles, while Centaur would give extra effects for infantry, while Comet would give movement speed or something along those effects) It would probably overcomplicate things but for the most part its fine as is.
Command P4 is in a good spot, I use it in most of my games and the only thing I would like to see is shared veterancy on the Command P4 since it would fit with the idea of being a command tank and would help it gain veterancy quicker. Gaining Vet on the Command P4 is a pain in the ass especially for some lackluster veterancy effects for the vehicle (such as gaining 60% weapon rotation speed at vet 3, some serious Relic trolling instead of something useful like increased accuracy to help its AI)
Yes, I completely agree.
The current state of USF pathfinders, especially in airborne, is sad. Not because they were weak, but because it leads to boring games.
This is how Airborne should be.
Pathfinders limited to 1
MG/AT-gun Paradrop moved to Reinforcement Beacon
At 0 CP Pathfinders can call in weaker Paratroopers, at 3 CP they are upgraded into current Paratroopers (Panzerfusiliers basically) Start off weak/on par with main infantry but scale better later on
The whole commander design does not really work. No one will do frontline drops with the team weapons because it is way too risky.
Having two infantry units is okay overall I would say. Some other commanders work like this as well. What I don't like it is that none of these units really replace another unit in your normal build.
Other factions do it better:
- Soviet Shock army: 120mm functionally replaces the normal mortar, Shock troops are bonus for flexibility
- Guard Motor: Same thing, just with Guards
- Defensive tactics: Basically completely replaces T2
- Lend lease: DshK replaces Maxim, Guards are bonus
- Osttruppen Doctrine: Osttruppen replace Grens, Artillery officer is bonus
- Mobile assault regiment: Two units replace stock units, third one is new
Plus, there is this intention with beacons to make them work together, but it is more of a gimmick than a proper feature.
Combine this with USFs fairly rigid infantry build order, and the fact that you'll get officer squads regardless if you want them or not, you'll overload yourself with infantry.
Neither Paths nor Paras are "classical" mainlines, they don't replace other units, you're supposed to get both of them, and you're supposed to still get Rifles and officers. It's just a bit too much.
Most of USF/UKF in general is poorly designed, just look at Pathfinders and IR Pathfinders, two units that were essentially copy and pasted and tweaked slightly just to be a filler instead of creating/designing something unique.
I personally have no issue destroying USF with Pathfinder spam when I play axis but when I see the same shit every game it gets old real quick.
Pathfinders in real life were used as an advance unit that would set the way for other airborne units and thematically that is very easy to implement.
Limit Pathfinders to 1
Allow them to place Beacons on the map, Beacons can drop/call in 4/5 man Paratrooper squads (think USF Panzerfusilier but requiring a beacon) and they would scale later on to current paratrooper strength and you will have something that not only fits the theme but is much better balanced.
Have you even seen a kubel take 0.5/Dshk AP rounds?
DSHK is not available at the start of the match like the MG-42 is (depending on the game with Vet bulletins you can hit Vet 1 after the first/second engagement with MG-42 well before 2 CP)
DSHK comes in at 2 CP and why would you need a DSHK vs Kubel? It dies fairly quickly with just a Maxim or anything really especially if you get lucky with RNG and all your hits penetrate the Kubel.
tldr an alliedcuck who impersonates a wehraboo to push his stupid point that ost mgs can nuke almost anything out of existence
tbh this is a sad post
I have around 9-10,000 games played in COH2 with a fairly even rate between all of the factions. I actually have slightly more games with Axis than I do allies and only because I always get invited into premade arranged teams for Axis.
I don't prefer or favor any faction over the other. If is overpowered then I call it like it is.
The simple fact is that the MG-42 has been over performing and is overtuned. Coming from someone who said that the Sturmtiger was never OP you honestly have no place speaking about balance in any way.
so, correct me if im wrong, the moment you get a LV vs Wehrmacht instead of flanking the MG you go face down on it and start shooting from the front? And then complain because it has AT bullets on vet1?
im pretty sure such stupidity was never properly coded in from the devs that's why you make a deal out of it here
I regularly kill Universal Carriers with MG-42 since the Pioneer vision allows me to activate the ability before the enemy can even see where my MG-42 is positioned and the UC gets instant killed. The AT performance for the MG-42 is way out of line even going as far as being able to kill USF AA Halftrack so fast the other play doesn't even have a chance to react. It should not kill light vehicles faster than an AT Gun.
Imagine if any allied MG was able to instant delete any of the Axis vehicles before the player could even react.
The MG-42 is strong enough as it is and it simply does not need to be that strong of a counter vs vehicles, especially with free Panzerfaust, earlier Panzer Grenadiers, and early Scout Car available as options. Personally I think the +9 Penetration should be removed and Grenadiers are given the option to get Panzerbüchse 39 (available for Grenadiers in single player) if they feel they need early AT.
Anybody who plays OST doesn't have a right to say the Maxim or any other MG should get any nerfs.
The MG42 is so laughably overpowered and nobody really cares.
Would have to agree with this, especially with the Vet 1 ability. The MG-42 should not have the best everything especially AT performance. It can kill vehicles faster than the USF .50 cal which makes no sense.
The Vet 1 should have its AT performance removed as it shouldn't be deleting early vehicles faster than the Pak can.
even overwatch cannot save those idiots i am talking about in my post
The matchmaking in COH 2 is hilariously bad. I love how whenever I play Whermacht, I could be making caches, making bunkers, have a small amount of units and then at the end of the game I get like 100-200 kills while my chinese team mates will have like 20 kills with OKW.
Like what the hell were they doing the entire match when my Pioneer squad has more kills than their entire army. Like a good 75% of the OKW population is retarded AF, especially when they build their base on the front lines in the worst possible locations possible like right near a VP in the open then rage when their base is destroyed.
problem with Cannister shot that it cost a lot of munitions in a heavy munition doc, why it makes no sense. Calling in para and pak howie, upgrading said para with 1919 and bars on others and the cluster bomb ball in. I like that doct but never once call in the greyhound.
Recon Company (the commander with M8 Greyhound) has nice things in it but it doesn't feel well designed or much thought was put into it. Like Relic took a group of random things and threw them in together.