hmm here i must say it really depends on the faction, playing germans i must say that an weapons upgrade is more effective then a riflegrenade for grens, RG are not bad to damage units that are immobile but they are worthless in fights against mobile infantry, a consript squad will most likely evade any riflegrenade and the bundlenade of the pgrens is well not worth its cost
here the weapon upgrade are safer to use and against some russian units they are a must (like con spam or schocks you dont want to meet them without an lmg)
on the other hand if i play russians i rarely get an upgrade maybe a flamer for penals or DP28s for guards but that depends on map and what the enemy uses and which units i call in but most times grenades and molotovs are more effective
a good thrown grenade can kill 2-3 man of a gren squad and the enemy has a hard time evading it in close quarter combat
and a molotov well it does not kill a good as a nade but for that it mostly rosts 1 gren and denies cover and buildings which lets your consripts easily get the upper hand in combat
and the penal satchel well if you have someone that blobs his inf and you use it in close range it can kill a lot of enemys, it also erases any MG 42 in a building safely and it also can heavily damage any kind of tank if you get it to stop
so i must say that the ability on the russian side are mostly more rewarding then weapon upgrades |
yes i know this problems with infantry
movement and cover:
I have this problem mainly with german infantry (russian ones can be used more aggressive so i dont see it often and there cover doesnt get denied bei moltovs so they cant run into fire), doesnt matter if they are in cover or not sometimes the grens seem to think: "Soldaten mount the Bayonett and Charge" then they begin to close distance with enemy units,
so in my opinion they should deactivate most of the Infantry AI to make their handling better, they also did so in DoW 2 if i remember right cause the ai was sometimes very stupid, after they deactivated it and you ordered your marines to a postion they stayed there they did not move an mm away from their postion and they did what you wanted them to do instead of jumping around
the AI also seems to interfere with easy unit handling most time i order my units to evade instant hit things like molotov one gets hit because heinz needs to bind his shoes (but that may also be command delay as it doesnt happen that often in AI games)
Light Machineguns:
sometimes the gunner of them seems to be an idiot once i had conscipt squads charging my grens frontally the guy with the lmg did rather like to stand up and get on the ground again and get up again etc. but not pulling the trigger of the LMG end of it was well the grens lost that fight,this is one of the moments where i begin to think why did i get that lmg again,
have the feeling it has to do with the guys with the lmgs always wanting to go on the ground maybe they should make it like in CoH1 they fire the lmgs standing
also remebers me why i loved to play IG "Guardsman you failed the Emperor *BLAM* rest of the squad was then super motivated to fight XD" |
well after playing a few matches i feel that relic overdid it with a few thing but patch is mostly really good:
Pgrens: well they are now a bit too vulnerable for their price in an engagement against cons they get quite some damage in CC and schocks eat them alive so they can mainly only work as an blocking squad to keep enemys out of melee but are not good for offensive work like before, there g43 grens seem to have the better cost/use factor now
T-34: well they again oneshot pak guns, should not happen in my opinion cause it makes the paks unreliable if the T-34s just has to shoot it when fausted, the rest is good makes the T-34 a really reliable unit especially when flanking enemy tanks
IS2 and ISU:
both keeped there Anti infatry damage makes them a bit too strong in my opinion, IS2 is now good against tanks and infantry still gets riped to shreds by single shots and the IS2 got a higher RoF now makes it even better then before at that (loved to see my IS2 defending an VP alone against 4 Lmg grens and a Panther even if the later one nearly killed it but hey it still forced him to retreat after losing his grens in a few seconds)
and the ISU became an area denial weapon place it and watch infantry and tanks die if they enter the arc, just watch that it is not alone in the case of a flanking p4 or panther
|
well Lichtbringer yes it was used as assualt gun but i am talking about the G stug the one which could kill most russian tanks from the front thx to his long 7,5 and some Tungsten core Pzgr 40 made it also effective against IS and ISU from the side
also the AI stug we already have in ToV and as DLC commander and that one is horrible and my fear now is the get the G stug on the same level and will be making it useless with this
atm it at least has a role as counter against T-34 and T70 and also Su85 if you have more then the enemy and spot it with inf before you send the stug
afterall they did not write anything about AoE changes in the notes |
i dont know what i have to think about the changes some seem good others i dont really understand
Infantry:
pgren changes: well now the became as easy to kill as grens, dont know if they now can still fight ppsh troops and properly assault enemys or evolved if they into a "i can only defend grens from melee attacks unit" will be intresting to see
Conscripts: seem ok and were also needed before cons were mostly cannon fooder
Pioneers: well would have liked an cost increase more but we have to see how this works out hope they now cant be charged by enemy units again cause i really liked how they killed charging scripts feelt realistic (you dont charge an squad with Smgs) other then the BB guns from before were they loosed to nearly every unit on the field in close range
Grens and Guards: changes seem ok but have to see how the lmg changes work out
At-guns: very good changes makes them more effective
HMGs: hmm dont know why they increased firepower against light vehicles well now i have more reasons to steal maxims from russian players XD (honestly i love their mobility)
Tanks:
Stug changes: I dont like them, the Stug was one of the most effective tank killers in WW2 and now they make an AI Tank out of it which most likely wont be able to kill an T-34, honestly if i want AI i can get an Flackpanzer in my opinion the Stug should be able to fight a Su85 if you have 2 of them
ISU 152: Changes seem ok but would be intresting to now if it can still oneshot german squads if yes well then that is a bit too much in my opinion and maybe the HP buff is also a bit too much with the increased armor but lets wait and see actually one of the changes that confuses me the most (not that it was not necessary but i dont know if they did write all changes in numbers in the log)
IS2 Changes: well seems to be intrestiing changes but the low damage high rof dont fit an IS2 in my opinion and second question is does it keep its AOE or did we get old AI values with higher RoF
T-34: Ram changes are good (even if such stuff not really happend in WW2) and the buffs will also give the T-34 a better role in combat |
yes but only for the DLC commnder the free commanders Ht comes earlier then the t70 but you still need to build T2 pgrens and schrecks and thats a big investment especially if you are barely defending your fuel and ammo against his 5 cons with molos and are missing the fuel from the HT,
so i rarely get it, fast t2 and a pak are safer even if not much but still better have a pak then nothing ,
HT only works if your enemy is not playing sowjet industry and the t70 arrives later but i dont see any Sowjets in 1vs1 not using it |
well i like the new free doc but sadly i dont find use for it in 1vs1 cause you can get it only after going t2, you need something to defend yourself against the 5 mins t70 and it sadly doesnt have pgrens in it so the fuel cost is delaying your AT too much.
but normally its an really nice ability and grens with LMG in it are very strong, you can also use flamers or other weapons out of it so its very dangerous as long there are no tanks on the field and even then you can try to hunt tanks with a schreck car like in vcoh you only need to be very carefull when cons are near |
even stoping oorah would not help the Mg42, cons can still run to it close enough to throw a molotov before they get suppressed,
in vcoh an HMG was a nice weapon especially for keeping enemys at range or prevent infblob rush (hey i have 3 rifle squads i just charge your Volks) it was an threat here an MG42 (the only HMG in game that does the same as in vcoh and is no upgunned attackunit) you can just charge through it throw the molo on it and see it leave or die and it will atleast take a lot of damage because the molo will hit 90%the time if the enemy uses oorah casue an MG42 does not repostion as fast as the maxim
before they nerfed it, it was an danger and an russian player needed to think a bit to counter it, well not much flanking and Mg42 should be logic (for me personally it was still easy mode compared to vcoh cause you had oorah and the allpurpose molo which not only kills mgs in the open but also roasts them in buildings)
now if i see russians fighting an Mg42 it looks like the scenes in the Campaign... just run through the MG with 1500/RPM Firerate, nothing will happen
and god beware if you loose it and the russian takes it over as a german destroying it is not the same easymode cause you dont have molotovs which forces it to move or die |
well i am not a good player but i think the issues for the Ostheer is for me are following, so if i am wrong in one of my points please correct me and maybe give me some advice :
1: Infantry Combat
Grenadiers: for me it seems that grens without the LMG upgrade dont have a chance against conscripts in close quarter, i know they are actually not meant for cqc but you have no option to keep cons away from your grens because they can simply charge them and have the molotov to take away your cover on their aproach what you dont have as a german, then the Riflenade is also not an option because of the minrange and the long cast and fly time every half decent russian player will evade them
solution: make them t2 give them more nades (at nade, phosphor nades etc., maybe giving them diffrent upgrades for them) and give us back the Volks with their SMG upgrade and exchange riflenade for an standard nade so you can do something against cons that rush you with oorah (or atleast have something to throw back at them)
HMG42: well the MG42 was an feared MG it fired 1500 rounds/min and nobody want to cross its arc, in Coh 2 its useless it does not suppress until the cons are in range for a molo especially with their orah, neither does it kill in a short period of time, actually i think the russian WW1 Mg is better cause it does suppress faster its more mobile and does more damge (and the DSCHK is even stronger), in Coh1 you needed to flank an HMG of any side here you just run through it (also those had the same setup time)
solution: give it back the suppression it had, some might cry op op op but hey you shopuld not be able to run through it, it is meant to be flanked and that is easy with cons
AT gun: actually an very good at option it suffers just from one thing the huge AI capabilitys of the russian tanks sometimes t-34 just twoshot it
Pioneers: well a four man squad with MP40s that gets shot to pieces in close quarter combat by the enemy Pios with their bolt action rifles, sry but that is rubbish they only can build, even the flamer is nearly useless cause they cant even take a shot or two.
Solution: more armor, more Damage and make them more expensive (40 more manpower)
2: Light Vehicles
HT: nice support car, but the flamer upgrade is not worth it way too expensive and too easily countered,
Solution: making the flamer cheaper would be okay, also maybe give the HT an AT gun upgrade so you have an mobile at what can counter an t70 but does get killed by real tanks really fast
3: Tanks
Stug well the Stug is rarely worth it i mostly use it when i feel that there is an T70 rush comming but mostly i think an p4 is the better option.
Solution: giving it the bombard ability of the Su76 would be a nice thing to buff it and make it maybe more usable
Mines and other ammo using stuff:
the Ostheer needs lost of ammo to keep many thing equal to the russian equipment, especially mines they are mostly too expensive to use in 1vs1 cause you need the ammo elsewhere, i mostly see russian in lategame spamming all kinds of ammo based abilitys while as a german you couldnt bunker 500 ammo in early, sometimes i cant even fight back cause everytime i want to approach with inf there is jsut another fire arty incoming and you have to fall back or it will instantly roast your troops
Solution: make some of the german Ammo expenses cheaper, especially mines (or give them cheaper mines) |