And this is excatly what T34/76 is doing.
So there's the point. T34/76 is doing job of the light tank, not medium tank.
The t-34/76 fulfills a hybrid role. It's a light tank in terms of usage, but has much better armour and health and has Ram which is great for trades. The whole thing about Soviets is: "Cheaper, weaker, but more numerous" and a t-34 makes a great battle buddy for the lighter tanks in the SU army. (Both T70 and Su76)
A cromwell is used similarly to be honest because of its speed and smoke shot ability. You can use it like a more traditional medium tank, but you're not taking full advantage of it. |
Yes the but issue with that is that urban defense HQ gives BUFFS to units around it. That would be way too strong, no other one does that.
Remove the buffs and then yeah give it FRP
I would much rather keep the buffs than make it a retreat point, to be honest.
I think the biggest problem with it is there is no way to repair it. Same deal with the British one. |
1. Recoup Losses is by far the most useful ability in the game. It reduces your reinforcement costs on every unit significantly and is cheap enough that in the later stages of the game you can constantly use it to gain a huge manpower advantage over your opponent. Seriously, criminally underrated ability here.
2. Flame hetzer is a solid unit. Remember, OKW has some of the most plentiful and effective anti-tank in the game. Use it in the same situations you would use an Ostwind, with the added bonus of being way more effective against units in cover.
3. Thorough Salvage is still pretty fucking good.
4. Rocket Barrage is fine.
|
(because, let's be honest, against ostheer it was)
Except it chewed up 222's and halftracks, was great for harassing their base (med bunkers were juicy targets) and decent against medium tanks like ostwind or pziv.
It was niche, which seems appropriate for side tech. |
Most commanders with Radio Intercept are trading something for it. (Elite infantry call ins, heavy mortar, AT gun camo etc)
I think it's fine that it shows mine location. You still have to remember where it was. If you're distracted by fighting etc you might miss it. |
Sorry to hear you enjoyed the game more at release, I don't really understand how that is possible since the game was mostly RNG fest at release with heavy cheese (sniper clown cars anyone?).
It sounds like COH2 is no longer the game for you. Honestly at the end of the day, I still prefer COH1, but I cannot have that.
It was faster paced (Vp drain mattered more, teching was quicker), cold tech offered significantly more tactical depth, most cheese was entirely counterable including sniper clown cars. (Could get an upgunned 222 much quicker than you can now.) There was also no real "standard" play, everyone was just figuring the game out. What really kills things for me in CoH2 these days is how I feel like I am playing league of legends. Everyone plays the same way, in the last few months I've played some ~300 hours (Yes, that much) and I've seen maybe three players that I thought really had a cool, unique playstyle. I watch these games where high level players float 500 munitions and I begin to understand why this game's competitive scene is so stagnant and dull. A huge part of it is the balance room: everything is tuned so it fits nicely into a little box. (Remember when MG42 bulletins increased suppression and were effective and everyone moaned that they were too good? MUH MASS INFANTRY MUST ALWAYS WORK. NO I WILL NOT USE SMOKE OR OTHER COUNTERS.) The AEC is a great example: it never needed buffs, but because it didn't fit into everyone's little tactical box it was dismissed as a shitty unit. Chances are in the process of "bringing it in line" we're going to get a higher fuel cost on it and it's going to completely be unable to fulfill it's old roles before it became another Stuart.
|
You have never played a team game against two okw I see. Again Suppression is not worth shit if they can nade and run back 5 feet, then come back and do it again.
If you have enough suppression, they can't even get into nade range.
Seriously, build like 3 maxims and attack move when you see someone blobbing. |
BUY A FUCKING MACHINE GUN.
BUY MORE THAN ONE.
BUY LIKE THREE.
WIN.
Seriously, the counter to both forward retreat points and blobs is suppression.
|
90% of my games are mg building spam or spio rush fuel/cutoff buildings to stall for hmg.
I am just so underwhelmed by the soviet non-doctrinal mortar compared to the german couterparts. counterbarrage
The Soviet regular mortar is actually really good.
Granted, I whore smoke barrages with it more than the regular attack/autofire. (It's not bad at that though)
With good use of mortar smoke soviets become really scary because it synergizes so well with units like conscripts or shock troops. |
Mollies are okay.
Really pale in comparison to OKW incendiary nade though just because the animation is stupid short.
One way to use mollies is to screen against units like Spios or pgrens. If they have to run through the fire to get you they will lose.
Mortars are my preferred garrison counter though. Just smoke off the building and they aren't doing shit to you. |