Just wondering: What's the fundamental difference between a Firefly and a Comet? Judging from what I've seen, they seem to be pretty much the same kind of unit, namely a turreted TD... |
Green cover reduces damage from all attacks that aren't flamebased [...]
Hm. Maybe it's a bug or some other kind of glitched physics (like the grenades & elevation difference thing), but I have noticed several times that units in trench green cover (like on Rails & Metal and Hurtgen Forest) actually do not take any damage AT ALL from flamers...
Maybe these were instances of extreme RNG, but they always only happen in those deep trenches. |
And another comparison in which specific units are compared in a vacuum and at only one specific point in time of a game.
Don't do that, people.
Always look at the factions as a whole when discussing units and always have the map styles and the early, the mid, and the late game in mind.
1. "Vet 2 gren rifle nade range is insane."
Yes, it is. So what? They can never be used in CQC, even at vet 3, while Molos can always be used at CQC. Depending on the map, this can be a huge drawback.
2. "Rifle nades do insane damage, while Molos only do lackluster damage."
Yes, they do. But remember what they are being used against. Maxims have six men and a short teardown time, while MG42s have only four men and a long teardown time. Also, the price tag of replacements for these weapon teams is different. Killing 2 MG42 crew member and killing 3-4 Maxim crew members is cost-wise actually pretty equal.
If you make the damage output of rifle nades and Molos equal, it will make one faction suffer dispropotionaly more.
3. "Maxims are totally useless vs vet 2 LMG grens"
Yes, they are. However, that only becomes relevant in the midgame and beyond. Think about the early game, too. In the early game, the Maxims own the grens. What do you want? You want the Maxim do be strong in the early game and stay strong through the late game? That sounds OP to me.
The Maxim is quite different from the MG42. It starts as a good offensive and a good defensive weapon, but drops in strength from the midgame onward. The MG42 in contrast starts as a crap offensive and a mediocre defensive weapon (lower suppression rate). It only starts getting good with vet from the midgame onward. Sounds balanced to me.
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I haven't yet formed an opinion on the stock rocket arty units, but the doctrinal stationary arty (Sov and OH) definitely need a buff. They are expensive, cannot retreat, simultaneously have a surprisingly large scatter and small AOE, long recharge time, and can only be obtained when forfeiting heavy tanks; in other words: worthless. Something of the aforementioned aspects needs to be changed.
I remember the last time I used the OH 105mm: I had two of them, and they both fired at mid range against a single Soviet Maxim: Not even one (!) crew member died. That was the moment the 105 has died for me. |
The 240mm does not track targets, it fires 5 shells in a radius of 30 for 1 minute
It seems I'm just extremely unlucky then, but it has happened several times that if I move a squad through the AOE (even just the edge of it), sure as hell the next shell goes BAM! and my squad is gone... It happened to me when playing Axis as well as Allies. I concluded that the pricyness for those 5 shells is justified by the fact that they must be target seeking...
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Please correct me if I'm wrong, but I could swear the 240mm arty is target seeking. If there is something in the AOE, it WILL get hit. (If there is more than one unit in the AOE, then obviously only one unit can be hit at a time.) Problem is that the ability does not distinguish between friend and foe. So you effectively deny the area to both the enemy and yourself.
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Funny that you should start this thread, cause I was thinking about the Thompsons just today.
I guess the weapon itself is fine. If anything, it is OP (it has the highest close range DPS of all weapons). The problem is the squad they're on. Thompson paratroopers are basically the US version of shocks, but unlike shocks, they don't have smoke nor armor to protect them when they're closing in. Their 'Tactical Assault' ability is also not only useless, but actually counterproductive: It makes them deal even more damage (as if 'most damage' wasn't enough), while even further reducing the speed at which they could close in and increasing the damage they take (as if 'no protection at all' wasn't bad enough already).
I'd say Thompson paratroopers need to have their "Tactical Assault" ability reworked. It basically needs to be the opposite of what it is now. It should make them sprint and give them increased armor for 10 sec while making them unable to fire on the move (as is the case with all sprint abilities).
TL;DR: The problem isn't the Thompson, it's the squad they're on. Paratroopers aren't great CQC units, and their "Tactical Assault" ability make them worse, not better. |
To all those people who say it's underperforming: I don't know what you are talking about. I find it very annoying to play against. I play mostly Ostheer (i.e. 4 men in all my units), and this thing kills 2-4 entities with every other shot. On so many occasions, moving(!) full-health squads of mine were insta-wiped, even after the patch. I am always unsettled when I hear it fire. |
Whats up fellow COH2 Addicts!
So this is the first time I've come across a major bug and haven't been able to find any mention of it on the forum.
Where: Ardennes Assault Campaign Missions
Difficulty: Hard - I think this may only occur on Hard Difficulty. I have completed the AA campaign on Easy, and Medium, so I was going to beat it on Hard, and this is the first time I've run into this bug.
Company: Fox Ranger, Airborne (So far, it might effect all 4, i need to test it out.)
Maps: Vielsam and Wiltz (and one more but i forgot the name) (May be on more, need to test).
What: At the start of the map everything is normal, you build your initial troops and begin taking the map/fighting. However, a couple minutes later, all troop buildings, call ins, AND reinforcing the troops you already have is disabled.
Exceptions:
Airborne: Although you may have Airborne troops, Riflemen, and Rear Echelon squads, the Airborne troops are still able to reinforce while the other troops are unable to.
Fox Rangers: Same as above only with Rangers being the only troops able to reinforce. This happened on Wiltz very fast, just after I called in one Ranger squad, everything was completely disabled, I could not reinforce the Rear Echelon squad, only the Rangers. (Try to win a campaign mission with 1 squad of Rangers! I gave it a shot thinking at first this was how it was supposed to be! HA!
What it means: So basically this makes completing the mission you are on literally impossible. Second example on Vielsam with Airborne. I call in one group of Airborne troops and I'm going up against Panzer 4s and Luchs tanks with ZERO ways to fight back. It's quite frustrating.
Conclusion: I know most people on COH2.org aren't big on the Single Player Campaigns, but I've always enjoyed them, and yes I paid $40 bucks for AA, so I think I should get my moneys worth. I will probably give it another try on Hard to see if this happens, but since it's already happened 3 times in the last 7 missions, i'm thinking that it's going to happen again.
Thanks for reading and if you have any experience with this bug please add your report, so hopefully Relic will be able to fix. - Marshall
Check your company's strength. I guess the company is close to annihilation, and so if you suffer a few casualties during the mission, the company is "dead", and you cannot build any new units or reinforce the already existing ones (with a few strange exceptions like airborne troops) |
He uses "Granatenhagel" (i dont know the english word). And this is afaik the only grenade(s) you can throw even if the squad is supressed.
No. The other day, a red suppressed rifle squad naded and insta-killed my MG42. The squad ran across a road (i.e. red cover), got into red suppression really fast, and then threw the nade.
I didn't save the replay, so I can't prove it to sceptics. But I know it happened |