Thread: LMGs10 Aug 2014, 08:21 AM
LMG damage isn't even that much higher than a Gren's rifle. What makes it good is that it basically fills in for the rifle's the lost DPS over range. So long or short, you do a fairly consistent ~20DPS. |
PTRS, the aim time on that is awful. It's the weakest handheld AT weapon in the game, they stand still aiming for what seems like ages. |
Reduce the cost to 180, replace tracking with sprint. |
Grenadiers take up 1.75 popcap per-man. Riflemen take up 1.4, and Volksgrenadiers take up 1.2.
The decimal is not displayed on the HUD, but it exists. |
Would be nice if a Panzer III was available at all, OKW sorely lacks a medium tank, even a weak one. Well actually, they do have a weak one, but it's doctrinal and comes very late. |
I just wish they used the Tellermine 29 as OKW's mine, since it could do AP or AT. The Schu-mine 42 was only an AP mine so it's weird that you use them against vehicles. |
Thread: LMGs9 Aug 2014, 20:43 PM
Cruzz is a cool guy and everything, but I strongly disagree with the option of spreading damage throughout the entire squad. Relic tried that when CoH: OF released, and it was awful. All it lead to was long firefights where nobody died, and then an entire squad suddenly being wiped in 2 volleys. In this case, imagine you have Assault Grenadiers attack a DP squad, that's 2 LMG's spreading damage out. You lose one model to the Mosin Nagants before killing them (leaving only DP and PTRS). You manage to make them retreat, but then a Conscript squad shows up and before you can react, one volley kills all surviving squad members.
It sounds good on paper, but in practice it's awful. When CoH: OF tried it, everyone hated it, so much that they scrapped the system. |
Technically Osttruppen are rear echelon units too, but that didn't stop them from appearing in multiple ways, and coming with a Panzerfaust. |
ISU-152, it comes late and it's expensive, but if you can play the defensive game long enough, it'll make short work of any blobs you end up fighting. |
The WC51 is pretty much the main reason to get this doctrine. It's a fun little truck, but after 5-7 minutes there's no real use for it. Withdrawing is good for when you need to get rid of your WC51, but passed that I haven't seen much use for it. The Half-Track you get is the weakest in the game, and in fact its stats are near identical to the Soviet Scout Car. Recon is helpful, but it only does one pass, so make it count. Artillery barrage is good but very expensive, so you won't see it a lot unless you specifically save for it.
If anything, the M3 Half-Track needs a buff, it's weak as hell for its cost. It provides no protection at all, so battlefield use is impossible. It seems to exist solely to bring in Assault Engineers, then be withdrawn. |