That's a fun fact! Unfortunately it's probably also a bug... I don't think so, infantry capturing support weapons have always retained their stats.
Agreed. While it's probably not intentional, or at least something they thought of, it's not an accident either. Shock Troops recrewing a weapon keep their 1.5 armour and SMG's, same goes for all other infantry. In this case, Pathfinders have a large visual range as one of their characteristics, and that carries over. |
Panzer IV:
Panzer III:
Funny enough, the MG 34 is probably the best scale we have here
Judging by that, I'm going to say the StuG is slightly smaller than the Panzer IV, which makes CoH2's scale slightly off, having them roughly the same size. |
I was tempted to vote "awful", but overall while it's not great, it could be worse. USF is chock full of advantages against Ostheer, everything from their basic Infantry easily beating Grenadiers (yes they cost more, but they come out faster), to the M36 dominating OH T3 in short order while T4 is unreachable. Then cheese strats like Vet Riflemen, WC51's, and rolling rifleblobs of death. M1919 LMG's also let small groupings of Riflemen overwhelm Ostheer's MG's and decimate LMG Grenadiers. Plus the M15, that thing will kill a 222 in half a burst and use the rest of that burst to suppress all your troops.
I won't vote "awful" because it is possible to win as Ostheer, but it's certainly not in a healthy state. |
vCOH MG mechanics + None of the suppression breaking effects = most boring game ever in the entire universe.
MG creep is already super dull, we don't need to make it any worse.
MG creep is super dull, but +6 squad rifleball rolling around the map is super interesting! |
This is a great idea. |
Armored cars would be used for long-range upfront reconnaissance and engagement. The kubelwagon is another "clown car" in the game.
You do realize the M3 is just called the "clown car" because it can carry 6 man infantry squads, right? Also, this game isn't trying hard to be ultra-realistic. If it was, every unit would have 10 health (one shot kill) and Tanks would go down in one hit, the only thing protecting them would be deflection chance, which for some weapons would very rarely penetrate and others always penetrate. I'm sure you wouldn't have fun in a game where the enemy MG 42 wiped out your Conscripts in 5 seconds and then his Panzer IV one-shot your T-34/85 because his gun shot first. |
frag boms are pretty nice They're actually not, they're laughably awful. One time my Shock Troops got frag bombed and lost one guy. The bomb landed 5 meters (about the length of a T-70) from the squad.
I saw the flares come down and began to move away, but I did not pay attention to the path of the plane and ran almost parallel to it. The bombs landed very close to my squad yet only one man died. I got punished less for that than when I run over my own grenades. |
Agreed with the others, the Sherman Tank is fine. It has 640 health like every other, and slightly more armour than a T-34/76. AP shells are better than the T-34/76's gun as well, even more accurate against Infantry than the T-34/76 even though it's supposed to have HE shells for Infantry.
In other words, the M4 Sherman is slightly better than the T-34/76 in every way, factor in HE shells and it easily beats the T-34/76 in the anti-infantry role. |
It's just a side-effect of OKW and USF lacking 'snares' like the AT Grenade or Panzerfaust. While they do have them, they're very easily defeated by simply moving around. These factions are more reliant on damage output than trapping. |
No problem, glad to be of help! |