I really like the idea of T-70 and SU-76 being swapped. T-70 and T34/76 don't mesh very well, neither do SU-76 and SU-85. But an SU-76 with a T-34/76 would be much better, and a T-70 would have more staying power and use with an SU-85 being the next step up.
Side-Note: I also think that T3 should be given T-34/85's, but at some sort of requirement (Building upgrade, or T4 building?), and T4 could get the ZiS truck so that T4 has transports, though less useful than T3's. |
I feel that the problem with the german scout is that the AT grenade of the conscript never fails even if the scout car get out of the initial range. Same problem with the german panzerfaust. A slight armor buff will be nice, it should take two AT grenade to kill, not only one with a few rifle shot.
Technically the Panzerfaust can miss, if the target vehicle moves behind a building or fence, the rocket will crash into that instead. The AT Grenade however will phase through any walls or buildings and always hit the target vehicle. This is just a side-effect of how the game handles Rockets vs Grenades, both are meant to have 100% hit rates. |
Uh what? Am I missing something? |
hm... Rapid-Cons... What do you think about this? I don't know. 
I think Rapid Conscription and the Ost equivalent (that I can't remember the name of) should be made into after-the-fact abilities, or last a very long time. I don't like it as-is because you have to predict when you're going to take heavy casualties and use it ahead of time, which is redundant because if you know you'll get hit hard ahead of time, you'll change your strategy. |
eh what? lore wise? is this a 40k discussions? if i remember right, penal battalion carried more plasma rifles than svt and wore powered armours by ushanka.incorp. the game representation of penals is bull!
Lore may not have been the right word, but I couldn't think of another. I'm trying to say it could make sense, like how the Tiger Ace is slower because the crew is cautious. In this case, the Tiger Ace "cannot" turn the turret backward because the crew wouldn't allow themselves to be flanked (and would turn the tank around passed a certain point). |
1 Question, why dont leave the scout car like in Coh1? In my opinion it was perfect.
Because these are different games, they have different purposes. The PE Scout Car was supposed to be the "jeep" vehicle (no fuel cost, good vs snipers) that could also go out and capture territory or lock it down like an OP, and the Armoured Car was a different unit with a meant for light combat and support.
In CoH2, it's one unit instead of 2, and it's role is more combat oriented even without the upgrade. The problem is, that role is nullified partially by AT Grenades and nullified completely by Guard Rifles. |
Be nice if half-tracks had a decent chance at getting to Vet 2 without requiring an upgrade to their armament, either done via reinforcing or maybe getting XP for being near the combat sort of like the PE system, but only for the unupgraded half-tracks.
They'll never do that. Case in point are Pioneers / Engineers, who need combat XP to get vet which benefits their repair abilities. |
No normal Tiger please, I love how the Tiger Ace is a veteran of the North Africa Campaign, complete with desert camouflage. Just balance the Tiger Ace properly and we can all have fun without calling for nerfs.
What if there was a nerf where the Tiger Ace couldn't turn its turret around backward? Lore wise it makes sense, an Ace wouldn't let himself get flanked, so he would turn the entire tank around once an enemy went passed a certain point (like an assault gun). The Tiger would have about an 80 degree firing arch from the front. |
No, it makes assault troops function as assault troops.
I don't see how gaining DPS from moving makes them "Assault Troops", if anything it should just be minimal loss of DPS while moving. |
Buffing rifle damage would be a-ok with me because that would also help mitigate the pgren problem
You might have to compensate that by buffing the health on Osttruppen / Partisans as well, though. |