Errm, I am not saying that at all. What I am saying, is that in a fantasy faction, merge is what I believe to be a very good boost to the faction. You can build, say, one conscript squad, then rely on sturmpios early game, and use the conscript to fill the ranks of soldiers that retreat home, or are otherwise low on men. This means you would have say, 3 sturmpio squads early game, with the reinforce cost of conscripts. My statements have nothing to do in terms of the factions they actually are in. I agree with you that in the soviet faction, conscripts NEED a change.
The thing about conscripts is that they are much more squishier than... Nearly all axis infantry. Perhaps sturmpios could be merged into, but say, obers, are worth their reinforcement cost for their reduced accuracy from receiving small arms fire - which makes them last longer. |
Volksgrens because their easy and amazing scalability through vet. |
It's no wonder they won the war.
CoH2 is only WW2 themed because some units have on them US stars, some balkenkreuz, and some Soviet stars. But playing it, its practically a German military dominance simulator. We fight by brute force. Germans in this game are good at that. Artillery, logistics, air support, numerical advantage are extremely small factors affecting gameplay, at least when compared to units beating others one and one and Germans having the best of everything, when other games i have played had factions that had only one of: best air units, best vehicles, best infantry, etc. |
Supported/supported puma > supported/unsupported m5 stuart. Always. Well, maybe 99.99% of the time since taxman thinks different.
The only time my stuart killed a puma was before stun shot NERF, playing against AI. |
That is no units able to hunt snipers that much like in COH1 because COH2 doesn't have target table.
You cannot drive a 221 into a sniper and it is dead in 2 seconds.
And sniper team making this problem worse.
I actually liked the kubel for killing snipers when it had 0.5 burst fire/accuracy/whatever on the move last when it was buffed. It really was able to chase snipers and kill them. Now it has 0.1 on the move, and remains a suppressing monster machine. Id rather it have weak suppression, but be good at chasing units on the move (specifically snipers, i mean, cant there simply be a modifier just for killing snipers better with some units?) Its not like the kubel is needed later in the game for its suppression, if at all. Its rather redundant to bother arguing for kubel suppression. It doesnt scale, and simply overkills USF because USF doesnt start with anything to counter it (amazing design that had a year to be thought out). |
I havent had a problem against the pak 40, but the USF 57mm AT gun is crap to me, and the R43 cant seem to hit anything...
It takes 3 USF AT guns to scare off a panther, and you need to spend munitions in order to get penetration that is close to normal AT guns. Range in this case doesnt help that much when the AT gun bounces off of everything... and it will die trying to kill a tank, and then you lose all your vet that was needed to make the AT gun useful in the first place.
Raketen takes too long to aim and misses when it tries to shoot somthing. It is only good in buildings and nothing more.
However, vet actually makes it plausible. But for the USF AT gun, i see no bastion. It has failed me time and time again and i have laughed at it with my tanks time and time again.
Give ZiS back its original, useful vet ability, and ill be fine with it.
Target weak point is a very strong ability, but i still dont get the deal why the target weak point for pak 40/pak 43 is different than target weak point on tanks.The TWP on tanks tracks other tanks. TWP on the AT guns targets the ground where the tank once was. What is the deal with this?
Its as trivial a bug as not being able to buy back rifleman flamers and DP's and PTRS on Guards. Its like that easy math problem that you are too lazy to complete, but you know how to solve it because it is solved the same way as the other problems you already did. Its really embarrassing since its been around for many months.. |
support weapons already have a pop cost
...
But for static-built weapons other than the B-4, i thought you could get away with lower popcap by replacing the crew... |
I thought you can decrew any weapon and replace it with the lowest popcap squad to create low popcap disturbance. This goes with all buildable crewed weapons, not only the B-4. You COULD make crew weapons act as vehicles with a set popcap when captured, but then imagine all the shock/obersoldaten wielding crewed weapons... |
Actually this is one of the few grenade abilities USF has that reliably goes off 100% of the time. While the animation is basically non-existent, you still get a UI indication on the ability button itself. So really it's your opponent that suffers the most from this.
AT rifle grenade is reliable? Que puma driving up to my rifle squad; i activate rifle grenade in hopes to cripple it. The ability starts flashing, but my rifles sit there and do nothing. Eventually, puma drives around and escapes. My riflemen are still standing there doing nothing, and commanding them to move stops the "active" AT grenade. It constantly bugs out like this in many games. The vehicle is in range, but my rifles just dont do anything when i activate the ability. It looks so stupid when they sit around for 15 seconds like that. |
When I said stuart to counter puma I didn't mean just a stuart, you use a 57mm when you use the stun and you back up with AT nades.
And you use your (insert any of all OKW elite infantry here) to either spawn behind the enemy or roll over them from the front.
Oh yeah, puma still has its smoke either way. |