This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
Let the Gren blobbing begin! The 5th man in a Gren will not solve the problem at all even if you raise the price to 280mp. As you know, Whermacht is heavy on MP and Muni drain. |
I knew you where a bad player but this simply confirms it. for the ostheer riflenades will do it for the okw who do not have any of the things mentioned above the raw firepower of the obers will do the trick.
If an OKW player is spamming support weapons than that means he lacks capping power. OKW player needs to be aggressive and flank hence you dont see MG spam 3+ in 1 v 1s (barely at pro level). If you want to try this out and see if I am a bad player than you can add me on steam. I WOULD love to kick your ass any day and I will use the "Under power" OKW to show you. Thanks. |
I just had a game where my 3 Rifles squads engaged multiple VGS, PGS and Grens and every time squad diminished to 1 man, PATHFINDERS sniped (Total of 3 squad wipes from sniping). Glorious!
Next game, I used Pathfinders with hold fire ability and my allies Katted and KV2 the F out of the FHQs and Trucks (City 17 map).
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Arty meta would be a fun change for COH2. Yes, Arty shells inducing crit damage sounds menacing and fun in game play verity. |
USF > AA Halftrack > Vet 1 ability > Anti Aircraft mode = CAS useless
USF AA HT is 60 fuel, that means either BARS/Nades or fast Shermans/Jacksons only to counter skill planes? |
This actually how a mg should be. So yeah it was the fault of the whiny fangirls. And their is no excuse considering how many counters the soviets have in countering an unsupported mg. i have never seen a single case of mg42 spam . But maxim spam has been an issue since the beta of this game.
The mg42/34 need to be far better at suppression then their much more mobile counterparts.
also the 251 has been nerfed into oblivion because of whiners as well.
No counter to MG spam since beta? How about a sniper, flame pios (buildings) and mortars? If you don't know how to deal with Sov by this time than it is a L2P issue. Thanks. |
It will be cool to implement top armor mechanic, artillery can just take it from there. |
Vehicle crew means nothing if the USF player has to constantly repair his/her tanks due to Axis heavy AT (especially late game heavy armor with high DPS). Another reason why USF has difficulty late game because of no heavy armor to absorb damage from Heavies while infantry can engage Shrek squads. |
Pershing should not have crew repair ability, this will be a bit OP for a heavy tank. |
My issue with USF (late) game
Everything requires more micro and none of your vehicles have the hp or gimmick abilites to survive out of bad situations:
-planting clusters of mines
-recrewing vehicles after youre done repairing
-armor on shermans and jacksons is pathetic, might not even exist at all. shrecks will always penetrate (this is probably the thing I hate most, shrecks are way too easy to use)
-Activating the amulance heal. medics out of the ambulance don't stay put
-You do not have proper mines. M20 mines are great except you will need to go lieutenant and any player worth his salt will instantly buy sweepers and check where the m20 has been. The anti vehicle mines must be placed in clusters and the outcome is purely RNG
-support weapons have no health. atguns with 4 men will get 2-3 shot by tigers, 50cals will get riflenaded to death and pack howitzers require 3 men to work. So you keep the pack howie in the back except its autofire range is ridiculously low
Riflemen veterancy is terrible, the atnade takes ages to fire resulting in way more losses than cons and grens
-You have too many useless popcap. Major takes up popcap, ambulance, I would say captain is also waste at fighting anything other than pumas
this all culminates when fighting (king) tigers. You need 2 jackson to scare of tigers. Fuel cost is comparable except you don't have any AI. so you need riflemen in front to scout to get the nice 60 range. Riflemen get 2-3 shot by tigers. The moment you do not have vision you're screwed. Granted this should never happen but Other factions have the HP or abilties to survive. Here a tiger shows up at 40 range with your 2 jackson you will most likely lose it, the speed it has over the tiger gets nullified when tigers are vet 1(blitz on heavies, another stupid idea). You can't bait it over mines when youve gone captain
Sorry for the rant but the US faction is so incomplete even when all of the tier units would be worth it
This X 100. You have summarized exactly why it is so hard to play USF late game. |