The problem with close range combat in CoH2 is:
1. Long range units are easier to use.
2. Close range units will be immediately focused fired on by the enemy while closing in / when closed in.
3. Close range units will be shot at for longer when retreating.
4. They will deal much less damage and have a harder time wiping units on retreat.
5. They rely on most if not all of their models having the same weapon. This means a harder drop off in damage compared to LMG and less likely to deal model kills.
I'm pritty sure he means that as the game goes on, a 30 munitions cost difference is a neglible cost compared to the overall increase in killing power. Which is fair
Not really. Cost opportunity and timing are a thing. The impact of a 60muni flamer is not equal during the first 5 mins of the game compared to 25 mins into the game. You can't just analyse impact of a unit in a vacuum. Another example: Paratroopers on paper sound great, you don't see much use to them because by the time they became online, you already have a big enough army and your needs are not for another "Rifleman" squad with elite AI.
For example, a shitload of people overreacted to the 222 buffs when it first went live.
If only Relic did actually fix the bug with their cost after they buffed the unit. They upped the HP of the unit from 240 > 320 but they used an old build of the 222, cause they made the unit cost 210mp 15f from 230/20f.
IR STG: reminder that it still works as a pseudo non aoe flamethrower cause it partially ignores cover bonuses including garrison.
All assault Rifles (BAR, FG42 and all STG variants) have focus fire = false, which means they have a hidden extra DPS which can't be measured by any chart. They basically can hit other entities outside the model they are currently firing upon.
Thompsons do not have this property (both Paras and Rangers). Neither Royal Engineers.
Commando stens, grease guns, Shocks, Pios, Ass Grens, Ass Guards, Partisans, PPSH cons, Mp40 Volks, etc they all work properly.
I do not understand what you mean here. Are you saying that the cover effect is active regardless of the distance of the opponent, because this is true for all types of cover.
Do you mean the cover is active whenever an opponent is entering an unspecified distance? And if so, please specify this distance you are referring to and why that distance to target in particular should punish defenders.
Or are you saying that the cover effect is granted to the approaching enemy?
Non garrison cover is affected by a mechanic called "point blank". All small arm fire basically ignore defensive cover bonuses when they are below 10 range. This doesn't apply to garrison cover.
I think garrison is fine. Remember that the squad inside a building, has limited offensive potential as long as you know how to approach the side with less windows.
That been said, i wouldn't mind seeing SPECIFIC UNITS, not weapons, been better at clearing garrison through small arm fire. Similar or a bit worst in how IR STG are currently working.
Shocks, Ass Guards, Partisans, Ass Grens, Storm, Smg (NOT STG) Volks, Assault Eng, Thompson Paras (?), Commandos (?).
T2- focused on getting fuel, instead of securing cutoff. Fighting with CE against SP, instead of using the cons or better, both.
A single SP lost like 10% HP and manage to 95% take down on a CE and 60% down a conscript squad.
Floating +140mp above the mp needed for your maxim. OKW at this poin has double the popcap than you.
T4- Basically no income early on.
T5: heavily investing on cons against OKW (4 cons + double upgrades) on open map. Not sure if you'll go PPSH or not.
T10: you killed their P2, but they were so much ahead that it didn't matter. At most, you reset, fuelwise, one of your opponets to your fuel level but the other OKW is still way ahead.
The red player was bad (forward mech HQ, floating 280 muni with 4 Volks and no STG) and you are still losing against him. Show you "how bad" Cons are for this kind of engagement (mode).
T12: i think u were concerned about the SP flanking and sweeping your mines that you decided to keep 1 of your 2 maxims on the left side. You needed BOTH maxims to hold against the Volk blob. You keep forgetting squads and losing them against that blob. Con + Zis.
You picked Guard motor. This means your 3 conscripts will keep been deadweight. A single vet 1 con, 2 vet 0 cons. You basically have no vet infantry squad 12 mins into the game and if you decide to get Guards, they will still take time to vet.
T15: Finally your opponent decides to upgrade all his 4 Volks at the same time (lol). He Stuka the house, wiped your maxim and blobs forward. You have no tools at this point to stop him. Lost your 120mm and another maxim (which u decided to retreat from left side, even knowing it will get wiped by 4 STG Volks + 2 SP.
Game is over at this point. At least against any opponent who plays seriously and decides to end the game.
Blobs didn't matter in this game. If you can't stop or punish a blob/concentration of forces coming into your position, don't feed them manpower and bleed because you think that you need to do something. Don't take losing fights.
T20: if your whole army is just 5 vet 0 conscripts, an AT gun, CE and a T3485 i will blob the hell out of you cause u don't have anything to stop it.
You spend your whole muni income rushing 4 cons against a PIV which can't be killed.
Did you watched the replay? Your opponents were toying with you. Even after losing a Sturmtiger, they were just floating 1K and 2K mp, 1K munition. Scavenge artillery with 1K munition kreygasm.
T31: KT at 10% HP after been dived by 3 tanks babyrage. No mark vehicle was seeing that day. Now i also remember that i practically haven't seen lolotovs been used. After losing your army for the "N"th time, you complain about blobs.
Game ends.
Summary:
-Don't build-focus on conscripts against OKW.
-Don't build more than 1/2 conscripts if you are not gonna pick a PPSH doctrine.
-If you are gonna spam maxims, i guess 2 conscripts are fine for AT nade. You would had been much better with 4 maxims rather than 5 cons. Still i wouldn't rely on maxims if micro is not your strength.
-NEVER float mp on the first 4mins of the game.
-Learn to play each map. Don't blindly focus on fuel. Fighting/securing cut off/strong garrison position is more important than solo capping.
-Blobbing/concentration force is a valid strategy as combined arms. SPREADING your army means you are gonna be punished when they "blitz" your position, if you don't have anything to punish the enemy with.
Sync hacking gives you 50% chance of winning. So every players sees the defeat screen but you might have "won" anyways. Thats why people use it at the last moment.
Didn't we had a trust system on which people with several drops/disputes are less likely to get awarded a win ? Or this applied only to the old system ?
The discussions are pointless BECAUSE you look at GCS. 1v1 is a very special game mode and totally different from team games. Every decision you take to balance units in 1v1s (buff Jackson) has a severe impact on team games (now only Jackson spam plus blobbing USF infantry). The problem is that this is not considered. Take for example the upcoming changes to sappers which will get AT nades. At the same time you would need to nerf the at gun's accuracy because the only justification for it being so accurate is because UKF has no at nades. Since they probably wont do that, it will stir up balance quite a bit to a point where I really dont see a reason to build a Luchs anymore...
The advantage to build a light vehicle on teamgames is diluted by the fact that you are fielding more units on the map, therefore you are not stretching as thin in order to maintain map control. This gives less space for this type of units to shine.
The fact that you can skip tech and rely on your allied in order to fast tech is also another factor, as well as faster capping and benefiting from allied caches.
You are also wrong regarding that teamgames are not considered. In fact, the latest 2 years had changes focused on teamgames, and some of them actually broke the factions for 1v1 (see UKF and USF).
About UKF, welp, AT nades are been served to RE not IS. And unless you are far into the late game, you are not gonna have more than 1 or 2 of this squads in your army composition.
It's gonna be interesting to see what the upcoming 2v2 tournament will show us.