Don't know about that I'll have to test that out. In my experience though it is not the vehicles that are an issue its just an extended t1 to t3 is impossible to stop even if you go for 2 conscripts then 1-2 penals. SC with Guard Rifles beats all light vehicles anyway.
By the time you get your 4 infantry squads out you will simply be overrun by 6-7 German units.
Penal satchel charges need a increased timer of 4-5 secs. The range of the throw must be increased.
Penal squads are overall the most useless unit in the whole Russian tech tree imo. They need a slightly cheaper base cost 300MP or a faster build time. Either you only get 1 Penal squad in the early game or you use them to fill lost squads in the late game. They are effectively useless though for early game usage due to MP/time constraints.
They are a decent unit and have respectable small arms fire, evevn without the flamer upgrade.
In the current stage of the game you are not able to use hold-fire on anti-tank weaponary. This has several issues which reduce the overall effectiveness of anti-tank guns in general, primarily stemming from the fact they immediately give away their position the moment an infantry unit comes into their firing arc. I find this more prevalent when playing as Ostheer. Generally players lead in with infantry, hence once they see that ATG round fire they know not to commit the vehicle in that path direction. This is a prime concern especially when your opponent is not able to physically see the pak due to MG42 suppression and other German infantry. This generally results in a retreat or vehicles coming forward which the German player should be rewarded by getting 1-2 ATG shots off.
The lack of hold fire makes ATG's extremely easy to counter by artillery and other forms of indirect fire, since you know exactly where they are. I shouldn't be force to move an ATG because it shot a single shot at infantry.
Having no hold fire also reduces the capability of units being able to effectively sync all their damage in the space of 1-2 seconds, offering the great potentially to rapidly destroy an enemy vehicles. In CoH1 with hold fire you could time your Pak shot, shrecks and fausts all to hit at the one time which will do massive amounts of damage very quickly but CoH2 severely reduces that opportunity.
I think this is a relatively simple fix that would make dealing with opponents mid-late game vehicles that bit easier. It also will increase the risk factor in the game for someone utilizing vehicles! CoH2 lacks risks!
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I think t1 Grens should have a pop space of 4 and not the current 6. Same with MG42 teams I think pop space should be 3-4 not 6. These are only slight differences but I think they add up over the course of the game and when against heavy conscript based play I think it evens out the MP war.
As Germans I feel like I am always scrapping for every bit of MP whilst as Russia I tend to sit on the floating side. Don't know if anyone else notices this?
Yeah this unit is in severe need of a buff. It is next to useless aside from suiciding it to kill some high priority units. Anyone else notice there is no detection radius with snipers, even with the scout car? This is a serious issue as duel snipers and t34 I find can counter almost everything if Russia manages to get this unit composition.
The other isssue which I've experienced is that an M3 Scoutcar with an Guard Infantry inside can sometimes wipe out your AC if they time the rush well. This is even easier if the Soviet player commits 2 Scout Cars at the same time. Losing 80MP/20fuel is no big issue for soviets at this point since the M3 flamer/sniper combo will already give a significant advantage if executed well.
Losing it to kill an AC is no issue, because if you get the AC that is 80ammo down the drain, which means no panzershrecks (120ammo lolwtf?) for another 10mins and your pak will get sniped down.
My conclusion is scout car needs 50% health increase(cost increase to 200MP, 20fuel?), M3 gunner must be reduced damage to German light vehicles, Guard Infantry AT accuracy reduced in scout car severely and panzershrecks need to be 75ammo.