Pathfinders are really squishy, to the point where they make Grenadiers look like uber-tanks, and will lose models fast.
Each sniper rifle counts as a slot item which may end up displacing more valuable slot weapons (e.g., bars). If, somehow, your enemy fails at focusing fire on Pathfinders, then perhaps 2 sniper rifles & 2 BARS might be good. For any other case, you're better off with Recon Pathfinders.
Also, Airborne pathfinders don't have offmap strikes, so, the choice between the two pathfinders is trivial.
Profile of Mr.Smith
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Post History of Mr.Smith
Thread: Recon Support I&R Pathfinders vs Airborne Pathfinders5 Feb 2018, 15:05 PM
In: COH2 Gameplay
Thread: Current gripes and complaints (1/31/2018)2 Feb 2018, 14:59 PM
The problems all start with current LMG design that requires A-move level micro and have super-good reliability, due to their rate of fire.
The moment LMGs can reliably mow down advancing troops at mid-to-long ranges, short range troops cannot afford to start losing close-range fights due to RNG.
Thus, close-range troop short-range DPS cannot be RNG. Given that there are not enough parameters to control the distribution of DPS in other ranges, this forces long-range DPS to also not be RNG for such troops. Since powerful LMGs are available to even the cheapest and most spammable mainline infantry, there have to be effective counters to it.
Ideally, if damage could also be affected by range, we could have made Conscript DPS more reliable at mid-close while keeping it unreliable at far. However, that is not feasible with the mod tools. Also even if it were feasible in the mod tools, any modification to DPS curves would require orders of magnitude more testing than the one we could pool together.
The big shame, imo, is penetration curves for tanks which are mostly almost flat. Ideally, you want to incentivise tanks to close the gap to get penetrating shots, rather than force tanks to rely on RNG rear-armor hits as they currently are.
Squad-combat wise, there is still a lot of RNG in the game when it comes to model drops for squads that don't carry slot items.
Hopefully in CoH3 relic will not carry over current LMG design, or keep penetration values through the roof, and then you can have some meaningful RNG.
In: COH2 Gameplay
Thread: UKF Command 30 Jan 2018, 18:01 PM
30 Jan 2018, 17:58 PMA table
Unfortunately not. There might be ways to fix it. However, for something that's so unlikely to happen I'd rather not add stuff that can slow the game down.
For most intents and purposes people don't reinforce with hold fire on, etc.
In: COH2 Bugs
Thread: ostheer 250 halftrack needs to be buffed29 Jan 2018, 13:08 PM
29 Jan 2018, 12:44 PMVipper
And you're going to pick a Tiger-less Lightning War over Jaeger Infantry or Elite Troops doctrine because... ?
You don't see 250 because both the unit is individually useless on its own, and because other commanders are simply better and overshadowing the 250 commanders.
Thread: UKF Command 29 Jan 2018, 12:34 PM
If you have hold fire while reinforcing, I think that the new models don't pick up the hold fire command. This is impossible to fix.
You should toggle hold fire after finishing reinfforcing.
In: COH2 Bugs
Thread: ostheer 250 halftrack needs to be buffed29 Jan 2018, 12:07 PM
29 Jan 2018, 12:04 PMDangerous-Cloth
The most gimmick thing about it is that the occupants take damage from anything that fires at the halftrack, this includes things like flamethrowers. This doesn't happen to any other halftrack to the extent that it does happen to the 250..
This probably doesn't happen anymore since DBP either, since WC51 changes helped us find the bug and fix it for both vehicles. However I haven't seen the 250 used since forever, so I can't verify.
28 Jan 2018, 21:42 PMPuppetmaster
I would like to see it be a stand alone unit, not come with Grens / Pz Grens and then a pretty decent price reduction (and maybe lower cp)?
Is not able to come early, since none of the allied factions have any fausts or early AT guns to stand a chance by then.
By the late game, spending either MP or FU in a combat-incapable unit that is a magnet for AT rounds is probably the last thing you are going to do; You're better off saving your resources for a 251 or something.
You're only ever going to build 1 of them per match, for swag points, and never again.
If you comprare Lightning War to Mechanized Assault, the HT should probably act as some kind of force-replenishment mechanic, to bring the two doctrines on equal footing, and break the monotony of G43 spam game, after game.
Thread: Current squad AI is bad.29 Jan 2018, 10:56 AM
28 Jan 2018, 17:27 PMRedT3rror
Ideally squad AI should also trigger even if you press stop/your squad is idle to prevent people from bypassing it to avoid punishment. Unfortunately squad ai plans are unmoddable and all existing udle plans are terrible; squads jumping out of cover, beong baited wtc.
I guwss we could revert the squad ai change. The side-effect is that lmg blovs will, once again, have an effortless task at focusing down and wiping down squads.
Frank was ensuring that your entire squad is not bunched up on the same spot while you were busy dodging explosives. Unfoetunately, Frank is also preventing squads from entering buildings, which is why he has to go.
You are going to misss Frank.
Thread: Current squad AI is bad.28 Jan 2018, 17:15 PM
28 Jan 2018, 16:54 PMRedT3rror
If you're in cover when you issue an attack command, none of the models will move.
So, spend the time to issue proper commands to each squad in your blob, and you won't get hit by the delay.
Thread: Current squad AI is bad.28 Jan 2018, 16:42 PM
Don't A-move your squads, and you won't have this issue.
Thread: Comet28 Jan 2018, 00:52 AM
27 Jan 2018, 23:36 PMHon3ynuts
So i tested it out, Comet vet 0 AI ability seems to be exactly the same as a Cromwell vet 0 in a controlled environment. (they take about 20 seconds to kill vet 0 volks from ~15 range just about every time which i had them do alot).
That's because both units have identical AoE scatter; it's just that the Cromwell fires faster from Vet0, and gets actual vet, unlike the Comet.
The Comet has a ton more armor though, so it can linger more and deal that damage, unlike the Cromwell.
You can also compare the AI of either tank to a P4 though; I think that both have worse AoE.
Just like the Panthers, the Comet is in a good spot. They're low-micro late-game units that do their job without becoming obnoxious.
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