not gonna argue that RE's are the most shit squad ingame, but they are also the least essential to have, where 1 is usually enough for building caches and fighting pit, helping to repair tanks, taking only 5 pop.
for OST and SOV they are essential, often 2 needed for buildings and tank repairs, costing 340-400mp 10pop
to a lesser degree for OKW and UKF depending on circumstances.
but can quickly end up with double sappers/sturmpio costing 420-600 12-16pop.
yes they are shit, but arent that important to lose/have unless a special doctrine is played |
Just some from wikipedia:
-The British had planned to convert some 1,000 M10s into 17pdr armed variants for Normandy, but for some reason conversions were not started until April 1944
-The Comet entered active service in January 1945
I think the Archer is the only tank within game period that had the 17pounder, but its a game so some things could be overlooked for the purpose of balance/fun |
will we get coh1 version, of 3 doctrines per faction, that is much easier to balance, or do we get multiple commander choices like coh2?
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would love to see the P3, but i supposes its too similar to P4 really make it worth implementing |
Su-76 is fine, its just caught between T-70 and T4.
But it would be nice if it had a mortar mode, needing to deploy, where it autofires, but at a lower level than your standard mortar team. |
british infantry were trained in ww1 (i think) in the ''mad minute'', where they were to unload as much rounds direction enemy as fast as possible, as a form of covering fire.
Why does the brits not have this? |
how about it gain an autofire function like mortars instead? though adjusted to a sensible level of fire/dmg |
if the scott is to arrive earlier, cost and performance would drop, it would even perhaps not be that useful if it is to be nerfed to come out earlier than it does.
But it might have an ability locked behind major, once major is built, and enchanced barrage ability would be available |
completely agree there, had a game today where i was just kiting penal PTRS blobs, just bled the enemy player, vets up damn quickly too.
whole lotta bang for buck if the situation is right for it.
but if it comes down to choice between stug E or a pz4 from T3, its more wise to go for pz4 in most situations.
regarding the shell arc, m8 scott has the same,that kicks ass. regarding CP pz4 vs stug E, pz4 is better overall, but more expensive and comes later, and takes higher popcap, 8 vs 12.
On a side note, it falls into the category like the SU-76, where it excels with micro.
and su-76 and stug E mirror each other, one is main AT/AI and has an AI/AT muni ability, if the Stug E's AT ability was buffed a tad, it would really kick ass |
I think it works great for its price, 260/75 8 pop i think.
great range, can shoot over hedges/ buildings auto if sighted, or manually, which you have to do a fair amount in the stug E to be effective.
can smoke as well now, letting you charge in with ASSgrens or OSTTR, smoked a few AT guns with it and shot them a few times to make them fall back
though the addition of a mg-42 is welcome, its a headscratcher for me, if anything i would like to be changed is the HEAT shell, make it fire HEAT shells at tanks for a set duration 10-15 secs, to do more than just stun or scare them off with a single shell, but apart from that Stug E is great |