I like them as a unit even though they don't make a lot of sense realistically. People don't expect them, or their satchel charge. Which is great when someone 'set and forget' an MG 42 in a building, and suddenly the building is missing! I love using the satchel, buildings, bunkers, caches, Pak's, if I want it gone, it's gone. |
USF needs a core spotter unit, especially for spotting enemy armor. No sense in 60 range jacksons if I can't spot for them. And no, the scout car doesn't cut it.
1. This isn't related to the topic.
2. Scout Cars do count.
3. US TD's should have spotting scopes default. |
Just remember that the cannon is roughly equivelent to a light tank's gun and is absolutely useless against anything larger than an SU-76 or Stuart. Probably the only Medium Tank that will lose a slug-fest to an M10. Just don't even try. |
Dude OS T3 gives you mediums, Soviet T3 gives you lights. You can't compare these two and a lot of people have said this before.
I didn't mean them as a direct comparison, I worded that poorly. Ostheer T3 gives you Medium Tanks, Soviet T3 gives you Light Armour. But Ostheer T2 gives you no sturdy Light Armour, you have the 251 and the 222. The 251 is the weakest Half-Track after the USF M3 Half-Track (which is utter shit and for another topic), and the 222 cannot hold its ground against any light vehicle that isn't a Scout Car (or USF M3, still crap). That means for Ostheer to effectively counter the Quad (without relying on Soviet to make a mistake) he must tech to T3 and get a Tank. |
And I'm also not sure why USF isn't allowed to have AI mines... The world will never know.
I was gonna mention the M7 Light AT Mine being able to trigger on Infantry, but I didn't want to get carried away
I wouldn't be opposed to it, but some people might if they want their mines to be for tanks and end up blowing up on Osttruppen instead. |
Well, people have never used the M3 to just drop squads off on the map due to size, though it is a nifty mobile capper getting those engies everywhere to plant mines and other nasty things. Also nice for getting LOS as it gets 50 sight like all other scout cars.
Actually I just never use them to drop infantry off because you can't shift + queue drop-off and move. I think if we could queue up drop offs for infantry, people would use it for that more often.
Do that and you will never see it again. Relic wants to have light vehicle play. No one used M5 and SU 76 before, they are not OP, learn to deal with them
It is very much OP. It comes out before Ostheer T3, but counters everything below it. If you lose a Quad, it's because you fucked up. It's the most durable HT in the game with the most lethal HT weapon. Even the dedicated 251/17 with a set up time has a chance to beat a Quad driving in circles, it's just utterly superior to anything below a Puma. It needs something done to it. |
[Part A] USF needs a mine, and Light AT Mines are not very useful in their current state. So to kill two birds with one stone, Rear Echelon Troops gain the ability to plant Light AT Mines. Additionally for ease-of-use, the mines may be dragged to form a line like to how barbed wire is built. Assault Engineers will instead be equipped with M6 Heavy AT Mines to make them a more potent threat to vehicles.
[Part B] In order to make the Light AT Mines more consistent a system of critical is put in place dependent on how many are hit. A couple mines may only induce Crew Shock, a few will cause engine damage, while a larger number may cause severe engine damage or immobilization. Light AT Mines will also do 80 damage to vehicles. |
+ 1. I really hope these bloody whiners would shut up. Obers with LMGs were OP, the 152 was OP, but not the gardening Quad
Move the Quad to T4 and trade for the Katyusha. Then it won't be OP. But as it is now, it's OP because of how early it shows up. |
which is why they implemented "die last/damage distribution" to almost all squad leaders in dow2. it was a terrible idea in that game though because of the extra mechanics. might actually work in coh2.
I would love it in CoH2 actually because it makes sense that the Lieutenant or Captain stays alive, otherwise it just looks silly how often they replace officers. Same with the Ostheer Officer. OKW Officer can stay as-is because he grants passive bonuses and his death is a gameplay mechanic that OKW must be mindful of. |
What exactly is considered the "Regular mine" for USF? The m20 mines come to mind, and they arent really regular but very good at destroying/disabling vehicles.
That's a good point actually, would love for Jason to clear this up. I did assume M6 Mine but that's more of an extraordinary mine in comparison to even the Teller Mine. |