They are fine, but the trip wire flares should be changed to something useful. Vet 1 for all the vanilla faction infantry needs to be reworked. Not sprint though, that would be OP.
They are good against conscript heavy soviet builds. If I'm playing against USF and they get a mortar next to a building I can easily steal I pop and take it. Worth it to get shoehorned into this doctrine for a stolen mortar.
Could somebody have a look to this game, which is quiet significant of all my usual mistakes.
Playing every day for at least 6 months, I definitively have the feeling not to progress.
Each time I feel better and climb a bit in the leaderboard, I immediately lose 6 or 7 times in a row, losing 300 places.
Quiet despairing sometimes. Esp. because I read whatever I can read about CoH2, I watch as many replays of good players possible, ...
If somebody could give me advices, it'll be more than welcome.
Thanks in advance.
Your biggest problem is losing track of your units. You pretty much can't get any better without improving this, focus on remembering to check in on your squads and make sure they aren't dying or sitting idle. I will list a few things that will help.
- Grid Keys: Go into the options menu and turn on grid keys. It is a much simpler and faster hotkey method. It maps all the abilities you see in the lower right of the screen to a 4x3 area on your keyboard. Practice using it, and you wont have to take your eyes off the screen to fiddle with buttons as much.
- Minimap: You should be doing the majority of your camera movement and delegating order here (or on the tac map). Clicking and dragging on the minimap is a much faster way to pan the map, and keeping a watchful eye on the minimap will let you see everything going on. Focus on this, you let a lot of units just sit around idle and die, if you see enemies on it near your troops go give them orders.
- Squad row: Top right of the screen, you can see which units are idle by the clock, or are fighting by the crosshair. If you see they have low health and a crosshair in the top right you should probably retreat them, even if you don't know where they are. You can also double click on them to move the camera to them.
This is probably not the advice you were looking for, but this stuff is crucial. You honestly cannot improve at the game without dealing with this. Everything else is a secondary concern when you lose your first two squads in the game in the first 5 minutes. Pay attention and make sure your squads are doing something actually useful. You left multiple low health mgs in buildings to die, or left squads way to long next to enemies in a losing battle. Other times you just left squads in your base waiting for reinforcements, that never come.
You also need to play more conservatively with your vehicles. Don't drive up behind a blob of AT infantry. Fight them from long range. You also got light vehicles really late in the game. At a point they become obsolete, you know?
Also, it's always recommended to practice with other factions. Try some games as allies. Know your enemy, etc.
The g43s are a buff at every range compared to the kar98s, but the lmg42 is way better at long range. I like to mix it up and get 2 lmgs and 2 g43 squads. Use them in pairs, one lmg squad one g43 squad. The strength of the g43s is their incredible accuracy on the move, so use them to chase down and wipe retreating squads.
The g43s are slightly better at max range. You never want to get this upgrade. You can also use interrogation with them, which everyone seems to forget.
For squad weapons I think the real fault lies in the lack of diversity you get in them. It's pretty much lmgs or bust for every faction. If you are playing USF and you pick a commander with lmgs, are you ever going to tech bars and use both? No, you are going to kit all your troops with identical lmgs and all your units become the same. That's the big problem, units become too similar and all share the same role. With different weapon options given to mainline infantry it is much less beneficial to keep them all together at the same optimal range, it forces you to spread out to be effective.
If there are more options that are balanced for each faction, like g43s vs lmg 42s on grens, the tactics required become much deeper. They would need to add alternatives to the brens and the bars/m1919s, and make it possible and necessary to use them all. They also need to be possible regardless of commander.
What I would like to see is g43s made non doctrinal on grens, (weaker) thompsons added in a weapon rack to USF, non doctrinal m1919s, and once weapons are teched they all become available. These would need to be balanced around each other to favor short, medium, and long range respectively much more. Brits also need something besides brens as an optoin as well, but I see the USF tweaks as the simplest without adding new stuff to the game. If these get balanced well you will see much more diverse infantry combat, even though they are all technically the same units. Their roles should vary much more between squads.
Think about the PE, where it was viable to get g43s, stgs, or schrecks, and one wasn't clearly superior to the others, and you would use them in conjunction. Hopefully without the other crappy PE blobbing mechanics this time.
What I meant is all it takes is to snare and have an AT unit with you, and it's done, the T-70 is easy to kill, it's rare to see a T-70 survive until late game.
Panzer II and 222 have ways to escape danger thanks to their armor, T-70 has that auto-repair ( that should be removed) but honestly have you seen that many T-70 survive once they are in a bad position?
I mean jesus, you can even throw a 222 to shoot it from back side after a snare, and kill it.
I don't think you have any idea what you are talking about. T-70 has 70 armor, p2 has 55 and 222 has 9. luchs has only 80 more hp than the other two. Saying the t-70 is less survivable than the other two is asinine.