If anyone has the hard data, feel free to correct me. It's been a while since I looked at merge.
1. The squads use Conscript base received accuracy and armor (which is 1.06 and 1, respectively). The squad uses the original squad's weapons and all weapon buffs applied through veterancy.
2. Not sure if the squad that gets merged also applies their received accuracy buffs through veterancy to the merged cons.
3. Veterancy is applied to squad entities. If you merge a vet 0 Conscript into a Vet 1 Penal squad, they will have the stats of a Vet 1 Penal. They gain Penal veterancy as part of their new squad; they no longer gain conscript veterancy.
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Thread: Conscript Merge Mechanics31 Jul 2018, 02:32 AM
In: COH2 Gameplay |
Thread: Need help for soviet teir 131 Jul 2018, 02:22 AM
1. Conscript Merge is very powerful and you should use it with all squads (including team weapons) except Shocks. This is due to the fact that generally conscript reinforce cost is lower (cons are 20MP, combat engineers are 21MP, penals are 25MP, guards are 27MP). Don't merge with Shocks because shocks have 1.5 armor, which they rely on to tank bullets in order to close the distance. 2. The M3A1 scout car is very strong against OKW early-game. Stick a Penal squad inside (then a Combat Engineer with a Flamer) and use it to close-range bully lone squads or burn MGs in houses (stay at long range vs Sturmpioneers). After about 6-7 min (about when OKW gets their truck down) pop the squad out and start using it as long-range fire support to help you win infantry engagements. It's okay to lose it at this point if you've already done plenty of manpower and map control damage. 3. Most doctrines are fine with T1 as it is very flexible. If you build 1-2 Conscripts, Tank Hunters is very viable. Engage hard on the enemy until you get your 3CPs, then stick PTRS on your Conscripts. Concripts become very effective against light and even medium armor, while it keeps Penals effective against infantry. Late game you get the IL-2 PTAB AT Bombing run, which is effective against tanks if it hits; try aiming for tank with engine damage or ones that are stunned. If you don't build Conscripts, Guard Motor is extremely strong, as you can use 2CP Guards to fill in the light AT role (their anti-infantry isn't bad either), 120mm Mortars to bomb/smoke MGs, and late-game you get T-34/85s combined with Mark Target. 4. Currently it is advised to get a T-70 from T3. It is an extremely strong anti-infantry vehicle that can defeat the 222 one-on-one and also the OKW Luchs if you manage to get a jump on it. Use aggressively, but stay out of faust range, and watch for mines. Later on in the game when medium tanks have been out for a while don't use it as aggressively; instead use its Recon Mode to give you information about where the enemy is. Going for the T-34 isn't a bad call either, as the T-34/76 is also quite effective against infantry and isn't afraid of Axis light vehicles. |
Thread: Hi all29 Jul 2018, 04:33 AM
![]() I've seen that you've already started in the State Office. Hope to see you there! In: New Members |
Thread: What does hit the dirt do now?29 Jul 2018, 04:15 AM
From the CoH2 Mod Tools: - Immobilizes squad - Receives 0 suppression - Receives 10% less damage - Weapon accuracy decreased by 20% FYI the Guards one: - Immobilizes squad - Cooldown decreased by 25% - Range increased by 2.5m In: COH2 Gameplay |
Thread: German units too cheap or are Allied units too expensive?19 Jul 2018, 07:04 AM
Clicking on your playercard results in an error. I do play Axis when I feel like winning games. Allow me to ask you this: what is the role of heavy machine guns? Also, you arguments are grounded in feeling, not facts. You mention statistics yet you use none to support your argument. Even worse, in your Grens v Rifles post you mention that the statistics favor Riflemen. Unfortunately, we live in a world where reasoning is used to persuade people. I've already mentioned in my previous post that the M2HB has way more suppression (0.0006 vs 0.00012) than the MG42. It also has better mid and far accuracy (0.55/0.4 vs 0.45/0.35), way better penetration (7/6/5 vs 2.2/1.8/1.4), and way more damage (16 vs 4). The only things and MG42 has on it is close accuracy (0.7 vs 0.6), burst duration (1.625 vs 1), popcap (6 vs 7), wider arc (unsure, IIRC 120 deg vs 90 deg) and way higher rate of fire (16 v 6). The Browning M2 is the better HMG. On paper and in-game. However, they are different machine guns, thus they must be used in slightly different ways. EDIT Moved from Strategy Forum to Balance Forum. In: COH2 Balance |
Thread: German units too cheap or are Allied units too expensive?18 Jul 2018, 04:35 AM
The wording of this makes it sound like something that belongs in Balance Discussion. Anyways, back to the topic: I would not say that allied units perform poorly compared to their WM or OKW counterparts. It is simply a matter of where they perform well (what is their intended role, intended engagement distance, etc.). Grenadiers beat Rear Echelons because they are designed to fight. They're designed to win engagements. Rear Echelons are designed to be support units. They can build a ton stuff, repair things like tanks, and (finally!) plant mines. Directly comparing a combat unit to a utility unit isn't a fair comparison. You can say REs are 40MP less than Grens and perform poorly against them; I can say Pioneers are 40MP less than Conscripts and perform poorly against them. In the days when I had way too much time to spare I actually conducted mass vacuum tests of all 1v1 infantry engagements that I knew of. Riflemen beat Grens and Volks at close and mid ranges in all circumstances (stock, upgraded, max vet & upgraded, no cover, yellow cover, green cover), even beating Volks at long range in the upgraded and max vet upgraded tests. The M2HB .50 cal was nerfed only when they removed the Sprint ability, which is a perfectly reasonable as team weapons should be punished for being flanked. Popcap adjustments and adjusting suppression are minor yet also very reasonable. Even so, it has great suppression and amazing damage. The mighty MG42 does less damage but has a wider arc. Arguing that it is locked behind tech is invalid, as the Maxim is also locked behind tech. The OKW MG34, as paltry as it is, is also locked behind tech (albeit is unlocked with any tech). Out of all the MGs locked behind tech, the M2HB is easily the most powerful one. In all honesty, the cost-to-performance of most units in CoH2 is relatively well tuned at the moment; the biggest issues I can recall (off the top of my head) lie with heavy tanks, which are more difficult to use due to their massive hitboxes and their slow, cumbersome nature. In: Strategy Desk |
Thread: Secure Mode16 Jul 2018, 06:35 AM
The change was made a few patches ago. Activating Recon Mode when the T-70 is vet 1 automatically activates secure mode. |
Thread: GCS2 Game Stats with Siphon X.15 Jul 2018, 04:50 AM
SiphonX might be my favorite person on COH2.org because these statistics he keeps pumping out are magnificent. In: News |
Thread: How about we not have any T0 MG?9 Jul 2018, 10:17 AM
Alright fellows, let's be civil and constructive from now on. In: COH2 Balance |
Thread: British snare problem and potential fixes22 Jun 2018, 03:39 AM
On the subject of pyrotechnics, I was thinking of making it a "IS Scout section" similar to IR Pathfinders. Essentially, you get 10 extra LoS, cheap arty flares, camo in cover, and two scoped SMLEs that crit enemy infantry at 40% HP (otherwise identical to regular IS SMLE). I would say that this would make it attractive in its own way. On the subject of IS spam, I would say that it has been around for quite some time and always will be around as long as mainline infantry are this powerful and this flexible. Happens to USF Riflemen a lot as well (and, is arguably worse); even less flexible infantry such as Grens and Volks are often spammed. However, I would say that good army composition with proper combined arms should still win (albeit with more strategy and tactics required). In: COH2 Balance |
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