1 bren cost less than mg 42
1 bar is better than 2 stg form okw, and did u really expect a bar to beat pgren at close range ? do stg or mp40 volks beat shock troops ?
ukf has the best healing of the game, being mobile and always viable in an area and on ur main line for free after paying 30 mun
That's missing the point, but it was late and I was rambling a lot, so I should have chosen my words better. I didn't mention Volksgrenadiers, other than them and Grenadiers getting their upgrades far more easily. The comparison to Panzergrenadiers was just to highlight how weak the BAR is for something that costs so much to get, same with comparing the Bren to the MG 42. The side tech seems to be a speed bump with no benefit. If the guns were cheaper to equip at the cost of requiring tech, then it'd be worth it. As it is, USF/UKF have to pay for something that their adversaries gain for free, and have to go back to HQ to pick it up.
I despise UKF infantry design, there's one way to build, and no room for alternative strategies. So not only do you lack options for infantry, you don't even get options on how to build the one squad you do have, because there only is one good build. You need to upgrade medkits, or you won't have healing until you build the forward healing station at your base or go for Glider Medics if you have that doctrine. So the only build you ever really see is Double Bren Medic Section, very boring, but very practical given the circumstances. |
My biggest problem with Infantry Sections is that you are stuck getting the healing upgrade on every squad as this will be healing for your entire army unless you build a FHQ at home and add medics to it, making it the largest and most expensive medic bunker in the game. This also means you won't get any use from your artillery unless you are good with the Sniper or go for Royal Artillery and just spend munitions on barrages. If you're in a team game you can have a USF player spare an Ambulance for you which is a major help, and lets me feel like I have some breathing room, but you cannot do this in 1v1 or with multiple UKF players.
Now this part goes for USF too, but something I've observed in a lot of replays and in my own gameplay is that outfitting an army with small arms is hard. The side tech seems to exist just because it does, it doesn't allow you cheaper or better weapons than Ostheer or OKW's default availability. Bren guns not as good as an MG 42, likewise BAR's are not even on the level of a single Panzergrenadier; despite you needing to tech before you can even buy these upgrades. The system feels balanced around the idea that you can and will get two of them, and I don't like that. I'd much rather be stuck with one that works well, rather than 1 that barely works because the system was designed with the idea that I'll be doubling up. Alternatively, just knock the price down so it's not so expensive. As traditionally munitions starved Ostheer, I always find munitions to give every Grenadier an MG 42, or Panzerfaust every tank. When I'm playing USF however I feel like I'm constantly struggling to arm every Riflesquad with BARs, while Bazooka's aren't even worth taking a Rifle out of the squad, let alone the 50 munitions!
Thematically speaking, it's weird for the British to not have easy access to Bren Guns, because like Grenadiers and their MG 42, the Tommies based their firepower around the Bren. |
You say that like the Lt isn't already a riflemen with some abilities. How about something that isn't just a ton of garrands on a 5 man squad?
I'm in favor of diversifying the Officers too, that's why I suggested above that at least one of the Officers could have a marksman in the squad. The other could be something special too, maybe a flamethrower team, a Bazooka team (with Bazooka Expert), an M1919 with the ability to go prone and become like a Machine Gun (good for if you don't get M2's), or maybe something fancy like a squad that will fire Rifle Grenades when fighting from cover. There are a lot of possibilities that aren't just more SMG's in a faction that has 4 SMG units.
My idea would be one 5 man squad that can gain Rifle Grenades or an M1C, and one 4 man squad that can gain either 2 Bazookas with 'Bazooka Expert', or an M1919 with a new ability called 'Deploy' which puts the gunner in a prone position facing forward and grants MG-like suppression. |
So... Doctrinal call-in, doctrinal call-in, doctrinal call-in, and... doctrinal call-in.
I'm of the opinion that basic gameplay elements should be included in all factions without needing a doctrine. Same reason Soviets got a stock "elite" unit, penals, despite having a bunch of elite call-ins.
They should be, but not all factions have it. Giving USF a 5th Assault unit would be boring and uninspired, and dampen the need for any of the other options. I'd rather have Assault Engineers come to the faction stock than to have another Assault unit added. Even with OKW having the same number of assault units, they aren't all just using MP 40's, they have 4 different weapons and squads. US's all use the same 2 guns, the Grease Gun and the Thompson, and so would this theoretical 5th squad as well. |
I like the idea of having the LT be a Grease Gun/Thompson Squad!
Unfortunately I have to disagree here. Between Assault Engineers, Cavalry Riflemen, Airborne, and Rangers, the US Forces have more variety in assault units than any other faction *, far from needing a fifth assault squad that is always available.
* Tied with OKW, who have Sturmpioneers, Assault Volksgrenadiers, IR Obersoldaten, and Fallschrimjager. |
The main reason Conscripts have a large target size (at vet 0) is because models that merge into other units keep some of their basic characteristics, one of which is target size, so that it is disadvantageous to always merge Conscripts into elite units, which would give much lower reinforcement costs. Merge is supposed to be a frontline "panic" ability that allows to keep a certain unit fighting for longer when they really need to. It isn't meant to be used as a regular reinforcement tool.
Is there any consensus for the role of Conscripts anymore? I remember reading that Conscripts are meant to be poor line infantry because their role is support, they throw AT Grenades and merge with other units to reinforce them, they even got a larger squad size so they can fully recrew weapons. But now merge is bad and should only be used in an emergency?
This isn't an aggressive post, I'm just confused as to what Conscripts even are anymore. For years I thought of them as the counterpart to Grenadiers, lately I've been hearing a lot of conflicting statements to the contrary. |
The closest thing USF has to Bolt Actions in damage and long range profile are the Scoped Garands that Pathies have.
Oh that's an idea! One of the Officer Squads come with Scoped Rifles and an Assassinate ability. It'll be the Marksmen that USF never had, and historically authentic (around 1/3 of rifle squads had a marksman).
Maybe the other squad could have an M1919, and the ability to become a stationary in one direction, as a makeshift machine gun team. I kinda want this just because M1919's are cool, to be honest. |
Make the Cpt 6 man, 1 thompson and 5 bolt action rifles. 300 mp, functions as a strong long range defensive unit to soak up damage and recrew weapons.
USF doesn't even have bolt-action rifles.
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As it's been pointed out, the British only have one unit for infantry, and without Commando it's also their only offensive infantry. I would suggest the Sappers be given some sort of combat utility, like buffing their STEN guns to Assault Grenadier level, but with a more forgiving damage curve like the Thompson. While Sections stand in cover and fire, Sappers close in and attack up close; or, Sappers stand alongside Sections and encourage attackers to keep away. |
Imo the lmg upgrade is too cost inefficient. Make it 50 muni see how.
As noted the lmg seem to have weird reload and accuracy quality at less than far range. It does not work as well as other upgrade unless you stay still and a certain limited range. it's seem to have smallest window/range to be effective.
LMG's in CoH2 are designed to work better at long range. Up close (5-8 meters) they actually do slightly less damage-per-second than the weapon they replace (Kar 98, M1 Garand), but after that they do increased damage-per-second. This change benefits Grenadiers and Sections the most, as these units are dedicated to mostly fighting at range, although the Bren gun is much weaker than the MG 42. |