All I'm saying was that early game US-Wher matchups were a delight to play. Some of my most fun video-game experiences were executing 4-rifle flanks on Ango, baiting a flank onto a mine, or taking out the first MG with a 3-rifle --> nades start.
I can't fully explain why, but I just haven't been able to replicate that gameplay in COH2.
Probably because MG's aren't nearly as strong, so the emphesis on flanking isn't as strong as the idea of just charging it frontally with 2 squads a few meters apart, which is easier and just as effective. In-fact the MG traverse is so slow combined with lowered suppression, you can assault it frontally with a single squad if you come up the side of the cone instead of the middle, you have about 2-3 seconds before it'll start shooting. |
i'm under the impression that it can't crush anything except some sand bags.
The Kubel has light crush, so wood fences, sandbags, bushes, wood carts, etc. |
You could also consider jacking up the population cost. |
It definitely would be nice if relic scaled down the sizes of some of the models but I imagine it is pretty low on their priority list. Somewhere behind balance, optimization, net code, bug fixes, warspoil overhaul, and new content.
If by "pretty low" you mean not on their list at all, I'd believe it
Would be nice, aesthetics are nice to have. |
Yes the Jagdtiger and Elefant look out of proportion too. THe Elefant looks huge compared to the Jagdtiger. Not sure how big and wide they were in real life
They were actually pretty similar in size, for scale, here's one of each with their respective crews:
These pictures made me realise that both tanks while roughly proper scale relative to each other, are both oversized by a small amount. We may be going too deep here! These are still minor to the 222 though, which is noticeable at a glance.
What does bug me as much as the 222 (not majorly but still noticeable) is the scale of trains. They're so freakin' tiny! Flat cars were frequenctly used to carry tanks, but these trains can barely fit Half-Tracks. |
The simple answer: It's because the model was ported over from CoH1.
The longer answer: CoH1 wasn't nearly as concerned with authenticity as CoH2 is, a lot of CoH1's models were inaccurate or scaled poorly. For example, the tiny M18 Hellcat should be smaller than a sherman, but was nearly the size of a Tiger Tank. The Tiger Tank itself is also seems slightly fatter than it should be. When THQ started to falter, Relic was rushed to get their next game out the door ASAP. As a result several of Wehrmacht's units are just modified ports from CoH1. Iirc these include the Wehrmach's MG 42, 222, 250, 251, Panzer IV, Panther, and Tiger.
That said, the 222 also seems slightly disproportionate to me as well, I think it's the area between the angled plates combined with the enlarged size. |
Actually, if you click "Attack Move" (or press A) and then click on an entity (a car, a building, etc), they will attack it. Even men armed with bolt action rifles can be made to attack an empty building this way. |
Yeah for 280MP Riflemen are are superior to 240 Conscripts and Grenadiers. They are slightly to 270 Penals at mid range and beyond, and to 280 Assault Grenadiers also at longer ranges. |
As far as I know, vehicles have only one base speed. That speed effects forward, reverse, road speed, engine damage speed, and pivot turning. |
I know it, still this is a good idea to buff those underperforming MGs, and also MGs are only the one example, others are tanks, ptrs, 222, basically all weapons with more than 1 penetration value have hard time killing infantry because of that. If it was intended then well, blobs were intended too, if it wasn't thought of maybe it's sth to change.
Tanks rely on scatter to hit Infantry, not accuracy, the PTRS doesn't hit Infantry except for rare flukes, and the 222 was never affected because Soviets (except shocks and guards) never had armour. |