I think the main answer your looking for here is the extra received accuracy they take. It's something like 1.25 (25% more). This results in them getting killed pretty fucking fast. Paired with sub-par accuracy they become worse than conscripts, but just by a little. If your not in cover with these guys, they are likely going to be completely worthless. |
Historical is inspiration for this game, not a guidebook. We have soviets in western front and USA in Eastern. Lets lighten up on the history arguments, this is more game than history. |
I agree with Hon3ynuts. I VERY often find myself pop capped with a nothing really special kind of army and it's insufficient to deal with what my opponents can throw at me. So what happens is I can outmicro people of lesser ability and those equal to me or greater will stomp or wear me out.
The higher effeciency axis units are not well represented by their in-game costs and the lower efficiency USF units are over-represented. Paras use a lot of pop and now with their officer bonuses stripped, they are not more than riflemen with different vet and different armament choices. It's pretty common in some team games for me to hit max pop and then float 2 or 3 thousand while my opponents play catch up in army value. I don't think USF can play the same throw it away game the soviets can in a lot of extended situations.
Yes, we shouldn't have to exploit getting out of our 2 or 3 vehicles to get an extra squad. |
M36 pisses me off so much. I can get it to complete it's job, it's just much much harder to do than all the other factions. The penetration against the most likely targets is about as good as a coin flip, literally. That fail video was cool, but I could make a better one. One of my favorite scenes was my 3 jacksons idle in a line and a lone panther comes into view. All 3 of these suckers bounce off the panther and the 1 shot the panther makes hits and penetrates.
The M36 has the health and armor of a light vehicle, with the acceleration of a heavy tank. It seems like every real advantage this thing would have in real life has been reversed in the game. It's sluggish, No better sight range, slow reload. The range and damage are the only redemption. I'd rather pay more fuel and get better acceleration/speed or a higher penetration value. |
Of course, I forgot there is infinite pop |
They have a cool gimmick on their rifles and vet 3 is a good boost, but they aren't as good as other snipers. I'm often finding that fielding them usually stops me from fielding paratroopers, due to high pop on both. I'm usually popcapped so fast that I can't field much more than 2 or 3 tanks. I'd like to see the pathfinders pop reduced to the same as paratroopers. |
I don't usually feel any difference between this one and the regular tiger, other than losers being able to field it without map control. |
I'm 32, been playing coh since I was what, 24. |
This isn't new, but it is hard to master and keeping the RE alive is really really hard. Good explanation of the mechanic though. I don't think it's abuse. You have to select a squad to activate it, but the ability is supposed to reduce rate of fire and increase weapon suppression for a time. So using how you mentioned is much the same as changing targets with an hmg. |
Hurtgen for me too.
The map is just terrible for gameplay. Especially light vehicles, which are blocked from large parts of the map. The pathing gets stupid. Narrow paths create easy killzones. Many times you can order a long distance move to help a partner and if your not watching the whole time, your units can take some really stupid paths to get there.
Rostov is very very close second. |