cant all medium tanks and higher do this by default by simply driving over them?
Yes. Or you can blow up/burn the obstacle. |
When you see CAS in Ostheer's loadout, hold out on picking a commander until you are sure he has CAS, and pick either Guards motor coordination or shock rifle. Both deal with CAS really well in terms of ignoring strafes/strikes and blowing up the infantry Ostheer spends munitions on.
Its the only alternative commander other than a commander with a tiger/elefant.
I have counterattack tactics centered bulletins in my loadout to fool people into going CAS, and they later get crushed by T34/85's or IS-2's.
As for USF, do what USF does best. |
The IS-2 at the last stage of having 240 damage was very AI oriented. It wiped squads, and using it against tanks was terrible as it often missed, and you had to get shot nearly twice in order to shoot again. I considered the reload increase and damage decrease a buff in its AT department.
Also, it seems to be the only Soviet tank that is undeniably stronger than its german counterpart (Tiger), So this derailed thread seems very amusing to me.. |
Point blank engine shot is merely a 70 fuel + munitions at grenade. I have no clue what genius thought this would be a great ability. I have never heard of or witnessed this ability being used by anyone in a real game.
I remember on official forums at WFA release some people were pissed that the m5 was present when they expected a m24 chaffee... Too bad.
The captain wouldnt be any less desirable if the stuart simply did not exist. 9/10 times USF will and should be going Lieutenant first. The stuart is merely a tank for AA, ATM nowhere worth for multiplayer.
And also, stuart on release had no armor and would get owned by a flak halftrack. Next patch they smacked a handful of armor on it to make sure it never happens again; it seems to have trivial purpose in design given that it seems to be unable to have some sort of role.
Compared to the luchs and t70, stuart acceleration is barely slower and speed is about the same, yet the thing still feels like a pile of trash when it drives. |
It is all about the deflection damage. Before they gave the stuka deflection damage, i would shoot crappy USF mortar halftracks, and the smoke would clear revealing a full health halftrack that got hit directly by a rocket...
And when they actually added deflection damage, i was able to blow up a KV-8 that had a fourth of its health. A stuka shot at my kv-1 once, and me (thinking the kv-1 could simply laugh at the rockets) got my Kv-1 hit directly and it lost a decent amount of health, followed by a panther shell ending its existence.
And anything collapses a building in seconds these days... |
You can keep a squads DPS the same even if you increase the models, so I don't see why it's an issue. The "Axis 4 men Soviets 6 men" standard has been dead for a while, I fail to see why we need to stick to it
That is an aspect of design, and we all know how Relic feels about the design of their factions...
As for RNG, you must remember to sacrifice a goat before every game, or else your own plane will be shot down and crash on your retreat point filled with infantry... |
Honestly all the starting units should get a 5th man and have their DPS kept the same, it's really dumb how lucky squad wipes can gimp you early game.
Then that is a problem with everything that can squadwipe (and most importantly, CoH2 unit formation forever locked out of modding and out of the engine's league). |
Mmmm yes smoke grenade exist so he can run back and you can run through the smoke like an idiot and just die on the other side.
Smoke is either used for retreats, Los block against HMG's, or to charge the enemy by surprise. You only do so with close combat troops as anything ranged will be put at a disadvantage. If the enemy did not move (either a. Does not suspect you to charge into the smoke or b. Is a team weapon) then you cut them down. If they did move, you just retreat back into the smoke; never you simply "die on the other side".
Meant for shocks for obvious reasons, as long as they have 4 or more men alive. |
Ad that flamethrower in the mix. you likely get different results. take note however that ost/okw baseline infantry is more about long range combat then short range combat. i would say that the potential for AE is higher then the SP's.
10/10 times i would like my starting unit to be a great combat unit with uber repair and able to do several other neat things (including laying the best wire)
With long range rifles, you can kill either of them on approach so long range is pretty advantageous there... |
Yes, if you are not a noob sturmpios will always win and that's completely fine given the price difference and the focus on different roles.
Exactly. They are both priced properly. |