That said there's a weirdness with the perception of the health bar, and how grenades work.
Grenades really work best if the target squad or men are even slightly damaged to start.
If they aren't, it will seem like the grenade does nothing. But if they are slightly damaged, it's highly likely a grenade will kill a lot of men or do massive damage. |
I've posted this elsewhere, but remember to not fall into the trap of thinking DPS means everything. This isn't Starcraft.
You have to factor in targets and time to kill an individual man, along with cover and other relative benefits. This not a game where squads will shoot at each other, with no one dying, until suddenly everyone is out of health and keels over.
The big thing though is that the Gren LMG, G43s, and even the PTRS are high individual damage weapons. Basically, they kill a squad member very quickly, or drop an individual's health so low that basic small arms will kill him more quickly. This sudden death will drop DPS for the target squad and start a downward spiral if other actions aren't taken by the target.
The LMG is the best example of this, the high DPS from that gun upgrade is applied to usually just a single man in the target squad. It's not enough to kill in one burst at full health, but if he's taken a bit of damage, then individual men will drop quickly.
The PTRS will sometimes land a direct hit on infantry and kill instantly when it does, this acts the same way.
The PGren StG44s can sometimes do this, but mostly because as they charge a unit with guns blazing, the closest targets are prioritized, putting more damage on those men and dropping them sooner. This doesn't happen if they get the jump on something and everything is in range the moment they open fire though.
Similar things happen with Shocks.
And the best example being the sniper.
Soviets tend to lack this type of weaponry in their basic infantry, but they make up for it with a lot of up close, or high damage, abilities and support. Such as the molotov.
It's a balance scheme that is a lot more complex than just DPS, where DPS is just one part of the equation. |
So, playing on a map with a watchtower I realized that the watchtower was a bit too useful while also being too passive.
I recommend that the watchtower no longer grants a large sight radius automatically, but instead has a normal size. Then instead, you can use the Soviet sniper flare ability on a cooldown from the watchtower.
Passive, super long range sight is way too powerful in a game like CoH2. Using the flare ability accomplishes a similar thing, requires a small bit of micro, and has another benefit of alerting players when they're being observed.
Alternatively, this can be a completely different kind of point called an Observer Post, with a flare launcher model and a guy with binoculars in a tower. Watchtowers would then be relegated to farther back points on the map, and in places like Pripyat Winter, where the central watchtower reigns supreme, it becomes and observer post. |
The on map trenches are different from normal heavy cover? Interesting. |
Again, the biggest problem isn't that they're getting through MG fire from the front. The problem is basically they're running up, getting suppressed within grenade of molotov range, and throwing before being pinned.
That may be somewhat intentional. |
TOPIC SMASH!!! |
True, however, the super sprint was one of the things that helped balance out the MGs of those games from dominating. |
HISTORY SMASH!!!
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If DPS was all that mattered and squad member death timing didn't, snipers would be useless for both sides.
But, I digress.
Since this is a topic about finding an effective counter to upgraded (and vetted) grens, the solution might not lie with penal troops at all.
I still don't like that PTs are too effective at a role that isn't what they're described to be, and are too costly and buggy to use for their intended role.
Unfortunately, guards fill a role close to what's needed, although they're more light AT than anti infantry. They're also commander locked.
Maxim is effective, but prone to grenades. While it has the maneuverability to move with infantry, it's not something to rely on.
Perhaps a per unit upgrade path for conscripts that isn't just a weapon upgrade, but one that turns the squad into an upgraded conscript squad called Udarny or Strelkovy. There would be a significant cost, and maybe a vet requirement.
Then penal troops could drop the elite infantry act and become the do or die crazy assault unit they are described as. |
You know, I wonder if you can place demo and a mine in the same spot if you're floating a bunch of muns and expect a tank. This way, mine detonates the demo, resulting in an amazing explosion.
I can confirm, mines on ice drop tanks into the water. Saw a full health P4 get a bath this way. |