that would then further limit what you can do with a half track.
It's a problem with how they designed the faction, allowing Soviet Sniper not only to fire from a Scout Car, but allowing them to enter, even allowing it to come from the same building, in T1, vs German 4 man squads. Even a 'faust at the SC is a risk, it's possible the squad would be wiped before they can get out.
Afaik the very modular armour system from CoH hasn't made it into CoH2, which makes balancing these types of things all the more difficult, because any change is a global change. |
Bundle nades not better than shock nades ... Are you kidding me?? Bundle nades are much more effective (especially at clearing buildings where the longer fuse isn't a problem).
It's all relative, a bundle grenade kills 3/4 guys, a guard nade kills 2-4. I can't say I've seen many bundle grenade squad wipes, but guard nade wipes aren't all that uncommon. Of course, this is less with faction balance and more an inherent design flaw with giving one faction strong AI and the other small squad sizes.
Also soviets can clear bunkers, but not easily. It takes precious precious time which is a killer in coh2 making bunkers way too good at area denial. Regular mortar does low damage to it, 120mm can't hit the broad side of a barn but when it does it hits hard, forcing into penals isn't an option especially if you have shocks, so that leaves the zis (which does a great job at it if you can protect it).
Are we just completely ignoring the molotov here then? Because I'm 100% sure any squad in a bunker that gets molotov'd has about 10 seconds to live, max. Grenadiers won't clear a trench that quick or effectively. |
A simple fix could be to just make the Sniper lose 90% of its accuracy from inside Scout Cars. |
Like assault or bundle nades?
Now, what would poor germans have to clear bunkers and trenches hmmm
-T0 flame pios
-T1 mortar, rifle nades
-T2 pzgs, PaKs, FHT
-Doctrinal-MHT with incendiary shot, assault gren nades, 250 transport with flame pios.
To me it seems just as much options.
Probably more considering how germans almost always have T1 and T2.
Quit whining, grass is not greener on the other side.
Assault Grenades are weak and available on one unit of one doctrine, bundle grenades are good but expensive and no better than a guard grenade, flame pios are glass cannons, I already mentioned rifle 'nades inability to do shit against fortifications. You have to go all out to dislodge this trench, change up your build order, spend big where you would have saved.
Or, you could just waltz up with your basic infantry and toss a retreat button at the defending squad in the trench. Guarantee by the time they evacuate, they don't be in fighting condition anymore. |
If you want bunkers and trenches for Soviets, give germans molotovs, then I will be fine.
Or grenades that can actually clear buildings, none of those rifle grenades that kill one guy and chip a couple more. |
Is there a way to bind move / attack order from Mouse2 to Mouse3?
My mouse is dying, right click doesn't work all the time anymore, and it'd be a shame if I had to stop playing because it takes 10 clicks to give a simple move order. |
I dunno, I kinda feel like if Conscripts can force-retreat an MG, Grens should be able to do the same. Even AG's Assault Grenades won't decrew a Maxim, and they'll just get pinned and have to retreat. |
You seem to forget about MHT and normal mortar/PaK.
You know, this are not vCoH trenches, the ones we have here literally explode to anything that isn't small arms fire.
If we count artillery, then trenches are even more in favour of Russians, who have more artillery options than Ost does. Besides that the point is that a molotov in a trench is a 100% chance to neutralise, either forcing a retreat or killing everyone inside. Unless we give Grenadiers a trench-clearing weapon, they'll be Soviet biased. |
this is true, but nerfing infantry hp would then indirectly buff all weapons against infantry. personally, i dont think tanks, flamers, mortars, mines, grenades, etc need a buff. thats why buffing rifle damage would be the better solution (burst weapons are already strong enough).
True, a rifle doing 10 damage to 50HP is the same as doing 200 damage to 1000HP, in the end they're all just arbitrary numbers.
Besides that, I feel the problem isn't so much with the damage vs health (although it doesn't help) as it is with the armour system. vCoH had a great armour system, you could balance anything vs anything. The new system unfortunately, just piles RNG onto the unit, in the form of % chance to deflect all damage. This is most noticeable on Ost Snipers, who can either CQB a Conscript Squad or be killed in the first volley at max range by Engineers, depending on how the RNG rolls it. |
the Gr.40 is likely a PzGr.40, which is, indeed, an AP round. There is no such thing as a Tungsten Gr. 40 so
True, but it wouldn't be the first thing they made something up; Knights Cross Holders, Shock Troops, Stormtroopers, Teller Mines, etc.
(The mines in CoH1 were already modeled after the Tellermine 43, so they basically took something already in the game, and made a better version with a new texture and different name). |