not like some1 would have the great idea to lay the lmg on the cover to gain increased stability. bipod can be used on many covers reallife too. did you ever watch a semi realisitic war movie/documentation/fps?
There's no animations for that, the LMG user stands and hipfires when in cover.
We should change LMG like this:
When unit is in open they deal litle to no damage (its hard to have lmg on your hand and fire it accuratly) but when the unit is in cover then they deal normal daamge like now (because he can place it on sandbag , wooden fence etc. to increase accuracy and handling)
It's actually the opposite in game, out of cover an LMG is placed on the ground with the bipod and fired from prone. In cover, they cannot prone so the LMG is fired from the hip like this:
I see several ways we can fix the Light Machine Guns without ruining them. Simplest would be to make them take up two weapon slots rather than one. This would effect every LMG except the DP, because that would break Guards. The second way is a bit more complicated, but we could make LMG's act like auto-rotating Maxims. They'll still pack a punch, but they won't be able to redirect their fire at whim. The third is to just give them flat, unchanging DPS at all ranges.
I mostly agree with miragefla's points. I think weapon upgrades are fine as they are, though the Soviets could use non-doc PPSh.
Incendiaries:
Flamethrowers are fine, they just need to get rid of the Rifle Flamers. Make them a separate dedicated unit, Flamethrower Team, as a call-in for Rifle Company or more preferably a base unit. They could have 4 men and weaker Rifles than normal Riflemen, but of course will come with a Flamethrower. Flamethrower DoT on AT Guns is shitty I agree. Also revert the Volks Grenade and give Sturmpioneers a Vet 0 Frangible (replace useless stun grenade) for anti-building, the Frangible also won't instantly kill Fighting Positions and Emplacements.
Light Artillery:
Mortars are fine, the 120mm I'm not sure how to tweak to keep it useful but not overpowered or random. Maybe it could be barrage only, due to being stronger, but normal Mortars remain unchanged. The ISG and Pack could be direct-fire units up to 30 range, with their long-range ability being limited to a barrage. To compensate, the barrage fires more shells and is stronger than currently. Most importantly, remove their suppression, it's a terrible idea!
Aircraft:
For Loiter I'd hate to see it removed, rather give it even more depth expanding on what miragefla said, let you tell it what to target within radius and make it die to sustained AA fire rather than a random chance of death each shot. Give it a chance to retreat instead of die, which would further reduce plane crashes without removing them.
Death Criticals:
Abandon should be reworked so that it only triggers if certain criteria are met, and then it triggers consistently when they are met. Such as having two criticals or being in a base sector. For out of control, just disable the main gun and reduce the speed by 50% when it happens. Still looks cool, but no more final shots or infantry crushes.
coh2 the first models are very bad especially the tiger..It has even invented pieces ..
CoH2's release models are generally bad. Either were were ported from vCoH (2006!) with little modification, or were rushed because THQ fucked up and died.
We're lucky OKW exists so they would give us a new model for the Panzer IV, the old one looked like a toy.
Rangers do have their own voice acting. The Pershing doesn't because Relic never planned to make it until people begged enough. It only uses generic tank lines.
I do think that the Pack Howitzer should be better as an artillery weapon. Currently both the auto-fire and barrage are inferior to the LeIG, the auto-fire has less range. The barrage is awful, it fires less shells and has a longer cooldown than the LeIG. At Vet 5 the LeIG fires 8 shells and has no cooldown, while the Vet 3 Pack Howitzer still fires 3 and has a 15 second cooldown.
Bringing up Vet 5 is cheating, but I only seek to highlight the disparity between the two guns.
you actually cant be serious right now. pre-nerf obers were just absolutely disgusting, being able to directly attack machine guns and win. vetted up obers are the best long range unit in the game, and vet 4 will hands down beat any infantry unit thanks to their suppression. as with any 4 man unit, keep in mind explosive threats, keep your models spread out, retreat if their health gets low so you dont get gibbed my a random mortar or something.
By not good, I meant in a design sense, they were stupid overpowered. But now, they had their LMG nerfed and placed behind a price wall. As for "keep your models spread out", that's not an option to the player. You cannot stop the AI from bunching up if it wants to bunch up.
OKW floats because they spam Volks. If they use Obers they lose their float and map presence. Arguably it's more rewarding to just make more Volks, as most people do.
why do people always disregard obers when asking for non doc elite infantry?
sure you need 60 munitions, but then again theyre probably the best elite infantry in the game, with a wide variety of abilities, really really strong vet bonuses, and recently they had their reinforce reduced so its a lot more feasible to have multiple squads of them.
400MP / 60Mun / 40 Reinforce. They're very expensive troops that are less effective than spamming Volks, and are easy to wipe with explosives. Maybe if the broke the mold and could withstand explosives like vCoH Stormtroopers, but that would be beneficial to all mid-high level 4-man squads. That aside, American and British Infantry can almost keep up with upgrades but cost much less to field and reinforce, making Obers seem relatively overpriced. They weren't good back in their Terminator days, but they received the Relic Double-Nerf™ and are no longer game-changing shock units.