It might have always been that way, you remembered it wrong and nothing ever happened in game to change your mind. I sure do it enough.
CoH 2 isn't amazing at conveying this sort of information to the player.
I noticed that the affected vehicle doesn't stop immediately so I might have just saw that and thought it wasn't disabled.
I don't usually get a M20 so I don't have a lot of recent experience with it. It is a munitions and manpower intensive unit on a faction that always struggles for both of those. The M20 isn't terrible by itself but doesn't really add anything to USF, considering that USF already has a lot of fragile, micro-intensive units. If you don't upgrade to armored skirts then it often dies when fausted if your opponent can follow up at all. The skirts should come with it and the cost should be in the 220-240 range. It loses badly to pumas and 222's so its window as a shock unit is already pretty small, especially if you upgrade skirts. A sight upgrade would make it much better, as would just 20 more HP so that it doesn't get wiped by double cloaked raketen's. |
Just tested it in CheatMod. Turns out they do. Interesting.
Tested this one too. The M6 mine immobilised the Brummbar, Panther and both Tigers.
They take a little time to slow to a halt though.
I just tested this. You're right, it did immobilize the heavy tanks. Was this changed at some point? I tested it several years ago and thought I remember it only slowing the heavy tanks.
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It causes immobilize, it's the best mine in the game. (same with riegel)
...only in P4 and below, Panthers, KT's, and other heavies just have their movement slowed. |
If you really struggle against howitzers you have picked doctrines too fast lacking a reconnaissance tool (alternatively: no USF equals no major reconnaissance; I see USF is not an option if your whole team is Soviets though) and a precision artillery strike. Furthermore you are not relocating your units fast enough to turn the howitzer into an inappropriate investment.
Especially if we talk about 3v3/4v4 there should be enough players to reserve someone for picking howitzer counter tools (for example: Soviet Combined Arms Army).
All this is true when playing with an arranged team. When playing with random, it's really difficult to get the coordination required to take down multiple howitzers. Soviet Combined Arms runs out of munitions too fast to be an effective counter if you have to recon and bomb by yourself. I'm not sure there's a good answer to that problem because if you made the doctrine more efficient, then it would be awful to face when playing against an arranged team. |
Relic is a subsidiary of Sega and wouldn't close unless Sega decided to close it, which is highly unlikely. Even if Sega were decide to get rid of Relic, they would most likely put it up for sale. I haven't seen any release of financial data for the subsidiaries of Sega so this whole thread is nothing more than click-bait.
PS - Financials for PC gaming development are almost always cyclical. Nintendo is much less cyclical but that is most likely because their revenue comes from consoles that have many titles and shorter development times. |
Hi all, thank you all for you're positive contribution to this post.
........ I hope i can make a small contribution to you're case. But to be honest, i think my post will not have any effect on people who are stuck in their micro world and not able to see the bigger picture.
Try the Wikinger (sp?) mod from the Workshop. You need to subscribe to both the Mod and the Win Condition to get it to work right. It's a lot of fun and you'll have no complaints about lethality. It's also great for really large PVE battles because you can select the pop cap that you want.
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That's so wrong on so many levels. You use assumptions, random websites, the idea that Relic isn't standing on the shoulders of Sega, that there haven't been any other investors, random other stuff, ongoing behind-the-curtains-developments, and many other factors that you just ignore or don't even know about.
This thread is just rumourous scaremongering - bar on the level of plants being sprayed with Dihydrogen Monoxide. Even the thread title is clickbait.

Uh-oh. We have that dihydrogen monoxide problem here in the Pacific Northwest. Don't they know that it can even kill people if exposed to too much of it?
http://www.dhmo.org/facts.html
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I tried out Mech Company some more and I got 4 points to make:
1. The WC51 really loses effectiveness as the match progresses but I still don't think it's worth to even withdraw it to get resources back, especially after you've upgraded it with the .50 cal.
It's 155mm barrage ability has a shorter range even than that of the Major, for whatever reason, and I found myself more often than not kamikatzing it in order to get a barrage off and I lost it 1-2 times out of 3.
What I suggest is giving it another upgrade, weapons carrier, allowing it to drop BARs and Bazookas or the other alternative, "locking" it down, like the Ambulance/Opel Blitz truck, deploying some mini weapon racks so your units can arm in the field, to give it more utility and use after the mid game passes.
Another thing I really liked that someone else mentioned was it capping without any upgrades.
2. Cav Rifles - I suggest making them 300 manpower but them coming with M3 Grease Guns by default and being able to upgrade with M1 Thompsons similar to the Rangers.
The idea is cutting down a bit on the manpower cost since as someone again already mentioned it, the commander is quiet manpower intensive.
3. The M3 Halftrack's med kit drop ability is somehow bugged, for me it wouldn't deploy the med bags anywhere else other than directly under it for some reason, which was a problem since I had to move it each time in order to grab them, I don't remember it doing this before, not sure if the range of the ability was reduced or something.
4. I suppose that replacing the Reserve Armor with the M10 would probably be an option provided that Cav Rifles become a solely AI unit, the M10 will provide them with the needed AT, especially if Combined Arms is made a passive for Cav Rifles, then a slot would be freed up for something else.
I really thought about it and shuffling around the tank call-ins for the USF would make some sense provided that they fit in with the commander and are balanced.
Currently the 76mm Sherman is overperforming due to Combined Arms.
Vipper makes the point that Armor provides both strong AI and AT options with the 105mm Sherman and M10 in Armor.
Another person suggested replacing the E8 in Rifle Company with the 105 Sherman.
I would go a step further and giving Armor the M26 Pershing if the M10 and 105 Sherman are moved to other commanders.
What I imagine is this:
Rifle Company - 105mm Sherman instead of E8. The 105 Sherman is an infantry support tank and would provide the Rifles with cover with their barricades.
Mech Company - M10s instead of Reserve Armor. Would provide Cav Rifles with the needed AT support if they become a dedicated AI unit, especially with Combined Arms (active or passive).
Armor Company - M26 Pershing instead of M10 Sherman and Reserve Armor instead of 105 Sherman, the commander would retain access to bulldozers.
Heavy Cav - E8 instead of M26 Pershing, would help out with Combined Arms, having Rangers as well would probably be a problem tho.
Just for the record, this is a big IF scenario I thought of based on my own experience together with what I've read on here from other people.
I like the suggestions but think that Relic would think this too much of a scope change. It would make several marginal commanders better. |
Ost Defensive Doctrine
Is there any chance you would consider a JP4 instead of a Stug E? I know it's previously been an OKW-only unit but think that it would round out this commander better. The PAK 43 will get countered in every team game but JP4's would give it a good AT option.
Other than that, I like the changes on both this and the German Infantry commander (other than not sure that the Stormtrooper change is better). |
USF Armor Company
Thanks for putting HE on M10. I've only tried it on a comp-stomp so would like to try it in an actual game before making too many comments on it. From the comp-stomps, it looks like you limited the damage to 40 hit points/model and tried to make it not kill any models, so it is like a stun grenade minus the stun. Against armor, it seems to just block vision which is an okay compromise. Having it stun armor could be really bad because 3 M10's could swarm just about anything if they had stun. It would still be good to give the M10 better vision, which was the entire point of having an open-top turret, and possibly a pintle MG.
The Assault Engineer's 5th man doesn't help that much because by they time they get the 5th man, the amount of indirect fire makes all USF infantry squishy. It's still 280 mp for a unit that performs much more similar to the Ost 200mp engineer than the 300 mp Sturmpio. To make them usable, you'd either have to give them a buff to RA or lower their price to around 220-230 and lower reinforce cost. I think it would be better to lower the price. If you buffed their RA, then they would likely roll over OST in the early game.
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