The ml20 hs a higher base damage but its mid aoe damage is the worse out of the lot by a long shot.
Edit:
LEFH
ML20
Base dmg
160
200
AOE radius
8
8
AOE distance (close,mid,far)
2,4,6
2,4,6,
AOE dmg (close,mid,far)
1,0.35,0.05
1,0.15,0.05
total aoe dmg
160,56,8
200,30,10
Angle scatter
9.25
5
Fow angle/distance multiplier
1.75
1.25
Number of shells
10
8+1 with vet 1
Reload
2.25-2.75sec
3sec
Range
250-vet 3 around 305
250-vet 3 around 305
Lefh counter barrage is 200 dmg and dosnt change the aoe dmg (making aoe mid a whopping 70 dmg). Im going to make an assumption here but because the scatter dosnt get changed, this means counter barrage shots rain everywhere which is could be a problem for larger more dense team game maps. To be frank, its a absolute overkill of aoe dmg towards anything that's not a vehicle or motor pit.
looking into counter barrage again, the fow multiplier matches the ML20s.
The priest is almost the same as the ml20 (even dmg wise) except with lower range and a mid dmg multiplier of 0.28 making sure its mid aoe dmg stays at 56 but with 7 shots per salvo in total. It has a aoe radius of 7 and a range of 180, at vet 3 240.
The sexton is just weird. More deadly against infantry (160 dmg with a mid aeo dmg of 80 but only in a radius of 2.5 and with a far aoe dmg of 32 with a aoe distance of 6 also being its total aoe radius) but less range than the priest with 160 range and at vet 3 around 210. It has 8 shots per salvo.
Obviously the biggest advantage of the priest and sexton is not being stationary artillery.
Its giving me too much of a head ache to do all of them. This is considering OP is only taking about counter barrage on the LEFH. Hope this gives a better picture.
Add here that the ML-20 also has a bug that prevents you from shooting after the shooting has reloading. This makes the ML-20 completely useless, I recently built the ML-20 and I wish I hadn't done it, very bad characteristics combined with a bug is a waste of resources.
Since It seems you are new to the game I will explain.
1) You soft lock yourself out of MGs, Mortars and most important ATGs.
2) Penals bleed very easy due to their RA and they cost a lot to reinforce specially early on.
3) They have 0 utility. They are either decent AI or Shitty AT atm.
4) Building T1 for sniper means that you basically pay 500 mp and 10 fuel just to get a single unit and if you get something else from T1 then you lose all early map presence and will struggle to get any ground.
5) No snares meaning that since you don't have any AT measures you will struggle to fight vehicles.
Clown car + Penals against OKW is the only semi-viable thing in T1 atm. Or if you are for example VonIvan\Kimbo you might pull off T1 against anyone.
All of this for 1v1 and most of this for team modes.
Add to this that T1 + Penals or Sniper is a huge waste of resources and at the same time a terrible presence on the map, the enemy dominates from the start: in the number of units, in the capture of points and resources. Somewhere in 3 vs 3 it can be neutralized because of allies, but 1 vs 1 or 2 vs 2 is in most cases you will guarantee yourself a loss.
Katitof is right though. Creating and balancing the mod is not an easy task. The mod team has already said several times that they will not do a full redesign of other units and factions just to change the power of one unit. It will only bring more problems to the game than anything else.
Requesting a change to every faction is not the right approach. That request is a bit far fetched from reality, a massive load of balance work, and it takes a lot of time. Relic did change the core gameplay and main unit line-up a few times already too when the game was at its most popular. It was massive task. And you expecting that from a volunteering missing team is ridiculous. It is a bit disilusional to cling on that idea. You have to accept that a full redesign of the game and factions to 'look at' Penals will not happen. Coh2 is pretty much at the end of its life cycle. The 64 bit Coh2 is probably some test by-product of in-house development. (source: game coder here, and we create loads of by products which often never see public eyes)
Vipper, you might think that it is easy to turn a few knobs to change the units and factions values and power, but alas there's more to an official mod. If you still hang on to your obsession to request the mod team to change other four factions to change one unit, it is normal that nobody can take you seriously and they they become sarcastic every time you ask for that.
This does not mean that this is correct, there was no place for Penals with the Soviet infantry system from the very beginning, this design is terrible. And the absolutely most logical move is to simply delete them. But most likely, Relic will not allow changing the game so much, which means we will continue to observe all sorts of ideas, so that at least how to change them, and most likely these attempts will be fruitless, because these are two staged infantry units in which you have to make choosing either T1 or T2, either will overlap the other unit. It is not consistent as in the Wehrmacht. If they cannot be removed, I tend to just leave them as they are, as reworking them will most likely simply be unsuccessful.
I don’t really get Penals role currently. Before when they were meta they were a better scaling squad than cons that suffered a slow opening. But after the 7 man tech was added for cons this flipped. Now cons scaled better and Penals became the early game squad but they still suffered the very slow opening.
They have no role. Their design is terrible. They are superfluous in Soviet infantry design. Space holder in T1 for Shock Troops and Guards in the original design. Penalties have always blocked another infantry unit throughout the game:
- engineers with a flamethrower
- Guard with PTRS
- and meaning the legendary overlap of the Conscripts, the constant tug of war who is the main infantry, the constant interruption of each other, the constant requirements of the buff because one infantry unit replaces the other.
The best option would be to simply remove the Penals and not try to pervert to come up with a role for them, for them there is no one anyway. The Penalties will block other infantry.
coh1, coh2 thrived on the creators thinking up crazy ideas that 'wont' work in your 'competitive' rts design.
ie. shit coh1/2 came up with, would have been dropped at pre-planning phase of your typical SC or DOTA wannabes.
abandoned vehicle was the last great coh2 addition over coh1, that still remains, in that you can still use enemy tanks. even though chances of abandoned are cut down, time to use abandoned are harder.
stuff like snow/ground deformation affected movement cover, blizzard/fire/ice/water, true-sight, were killed to irrelevance. instead of retaining and improvising.
because eek-sports? seems so.
Another point to which I have never personally had any pretensions - the appearance of infantry units from behind the map. It looked very organic in the game, as it should be. But apparently for the sake of timing for cyber athletes, this was changed. And when an infantry squad leaves from a small building, I have only one association:
It not being fun or fun rng is a opinion nothing more nothing less.
Howitzer rng is massive rng as well as most off maps, so your contradicting yourself.
It makes people more cautios when they otherwise would be daring. Is not taking away from the game. 1+1-1=1
That 5% keeps me in my seat where i would otherwise tune out because its already decided. I saw a game yesterday where a p4 got mgc and abandoned in the enemy base. The ost player over extended greatly took a big risk and got punished for it. He did play greatly up until that point. I loved that game.
I've always loved the abandoned tanks in CoH2. It's a really cool mechanic (and I absolutely don't care if anyone doesn't like it). Hopefully if CoH3 arrives this mechanic will still be there. This is a mini game inside the game. If some Tiger / IS-2 / JagdTigr / ISU-152 / StoormTiger was thrown around it, an interesting event unfolds. Everyone wants to capture this tank, fix it, destroy it. This is a really cool event, around which a bloody battle can begin.