It is not a bug, it is most probably a balance "feature".
In comparison with OKW Heavy Mechanised truck, Bofors have higher RoF, which means it will be supeiour to OKW main AAA, especially when Brit is playing SimCity instead of CoH2.
It could be fixed, howewer, with same measures as OKW-AAA - just give it two separate modes - one for ground, one for air with cooldowns and stuff.
The AA capability depends on RoF and chance to shoot down. So high RoF can be ballanced with low enough probability.
I feel the problem is that bofors is cheap and hard to destroy with artillery. That is not an issue when you have to place it on the frontline to be useful. But it immidiately becomes one, when you can just spam them behind the lines for AA, becouse then they both secure your flanks and destroy any airplane ability. And axis team doesn't get any real chance to destroy them, becouse only short range artillery (like mortars) or full blown attack can do that.
That said, I feel this problem can be partially solved by giving bofors AA capabilities only when there is a squad inside. I said partially, becouse sadly it the forward assembly is probably going to give the same bonus. |
They are so strong and potent with brens, the replay section is bloated with them being used in that way.
Oh wait, its not, because no one sane uses them that way.
They are most potent in theory.
In practice, if they really were as potent as people here try to claim, they'd be meta long before bren adjustment. Yet somehow they are not.
Care to explain why?
It is not that obvious. For example DShK was OP since release and all stat diggers said this repeatedly but it took over 4 years for it to really find its way into the meta.
A unit can see very little use and yet be really good if there is some other, more unit of higher availability that does the same job well enough. This was the case with DShK, this is the case with bren commandos. There is even a term for that: underused. |
Yeah, this is a nice rework.¨
It would also require brace nerf/remove though
It would be enough it brace made structure more resilient, like it does, but not the crew against small arms or fire. In the end all they do is getting down inside a trench. That way it can live to fight another day after eating a stuka bomb, but bracing against direct attack would mean you have to recrew it afterwards and thus you lose the precious vet.
With such changes, you don't even need small arms to do any real damage to the structure itself. |
I'm surprised no one has mentioned the bulletin that lets riflemen and the LT throw grenades farther. It seems to make a pretty decent difference and lets you throw grenades quite far, which is pretty useful IMO.
Yeah, that is mostly what I ment by range bulletin |
If you good at math you would know that 95% of bullitens are fetish.
If some one disagree provide exact stat before and after bullitens applyed
Range, accurancy and veterancy bulletins are somewhat useful. The others just look cool and confuse your opponent. |
So does Veteran Training: Infantry (Conscript and Grenadier rifles cooldown 2% faster between shots and reload 2% faster) and Oorah! (Conscript rifles cooldown 5% faster between shots) not make the cooldown 7% faster or is that just two identical intelligence bulletins (like having two Oorah! bulletins equipped for 14% faster cooldown)?
Cooldown is only part of the time difference between shots. You need to add aiming, changing targets and so on. So the increase in dps is smaller than the number sugests.
What is also sometimes important, all the bonuses in coh2 are multiplicative. If you want to stack them, you need to multiply them. So for example stacked 5% bonus is 1.05 x 1.05 = 1.1025, not 1.1. Similarly a stacked 5% reduction is 0.95 x 0.95 = 0.9025, not 0.9.
Of course, you can't stack identical bulletins any more. |
Could you add another statistic that shows the win/loss rate per commander? Low sample size and lots of factors would make it pretty unreliable but it would be interesting to see an indication of the effectiveness of commanders.
Because for example personally I don't think Luftwaffe gives any major advantages, as opposed to Spec Ops that gives an emergency tech-less Panther. Personally I also really like Elite Armor because the HEAT shells dramatically increase the performance of the Panzer IV, giving much better mid-game.
I think the sample is too small to draw any conclusions from such statistic. Especially as many commanders have been picked only by the underdogs. |
The support paras get camo if you upgrade em. They can also plant mines, so if you camo near a mine you planted you can really f*** a tank's day up.
Edit: Forgot to mention there's a 25% damage/pen bonus for an ambush attack on top of the already improved damage and pen over regular zooks. So you can REALLY f*** a tank's day up.
Yeah, of course. The discussion was more whether there exist situation when improved zook damage on standard para squad makes zooking them up a reasonable choice. |
Thank you, that was one of my main questions. This basically makes all types of Paras excellent bazooka platforms if you can spare the manpower.
Love your casts, by the way. Keep up the good work.
What is the situation when you would build para zooks over double RE zooks or an AT gun? I mean, 2x RE zook squad is just 20 manpower, 1 popcap and 100 munitions more. And I'm pretty sure it is worth more than a zooked para squad. |
I dunno, but I think Relic just doesn’t know how forearms work.
I think they might need a physiology expert for that
As for firearms, it is pretty common knowledge how they work, so maybe they just need to google a bit better. |