Heh, artillery options. That cost crazy muni, must be flared from an inf unit, and is the worst AoE of any heavy artillery shell. Good chuckle. Oh, and it takes forever to get on target AND has red smoke.
Dont make me start my leFH rant.
The other UKF arti is Land Matress (ive missed the MG squad i aimed at with a full min range barrage), mortar pit (its the mortar pit, dies super easy most of the time), and Sexton (the weakest and shortest ranged heavy howitzer). Though Sexton is priced for the job.
2 are doctrinal, 1 is being buffed so UKF has actual targeted indirect fire.
Artillery barrage is actually dirty cheap and certainly does not cost "crazy munition"
Actually you are missing. A blob with a single unit type that has both AI and AT is worse than blob of different type of units.
That is the reason VGs lost their shrecks.
There no reason to allow Penals to operate on the own and counter both infatry and vehicles.
The idea that a mainline infatry should dominate all enemy infatry of it time, blow things up then shut down light vehicles and help vs mediums is simply bad design.
Current T1 design is bad and expecting Penals to pull all the weight of the flawed design is an even solution.
When the PV is changed from faction all models immediately shoot, then you just keep chasing and right clicking the PV and waiting for all AT models to shoot to avoid having different timings in reload/cd time. If you stop too soon, you keep chasing down a bit and try again. It's easier to identify the animation of the rockets, specially shreck. Piat/PTRS you don't really have a visual queue.
It easier to indemnify the animation of rockets
PTRS have a visual queue one can see the the entity changing magazine, it is harder to spot but it there. Or one can simply counter the shots there fire 6. One can even move after each shot since the CD is around 2 secs.
CoH1 had as much fuel.
Difference is in distribution of fuel over the map, CoH1 had designated fuel points, in coh2 everything except muni point gives fuel.
If you were able to hold map control, fuel wasn't an issue at all.
In fact, you needed LESS map control for the same fuel income relatively to CoH2, because you had to focus on a tiny bit of the map with dedicated fuel.
Building caches was also much more frequent in CoH1 as they were used across all game modes and skill levels.
You could easier harass opponents fuel, but it was also much easier to get to maximum income efficiency and to keep it that way.
I would suggest you ask him what post instead of speaking on behalf of him. Sander93 does not need a spokesman. And this sentence pretty clear:
"Unlike vCoH, CoH2 has an abundance of fuel because of the standard territory points which greatly speeds up the different phases" COH2 has more fuel than COH1.
I can only speak for myself but I think the incentive has always been there. It is a result from Relic's core design decisions, mostly the economy system. Unlike vCoH, CoH2 has an abundance of fuel because of the standard territory points which greatly speeds up the different phases. This is amplified in team games. ...
Not that i think its wrong. Its just why does one faction with weaker/less cost effective hh at need to loose ai power and other factions with stronger/more cost effective hh at get to keep their ai nades who are much stronger then mollotov or satchal?
You can ask the MOD, but I would suspect because the Panzershcrek VG blob syndrome.
VG with shcreck had average AI, original PTRs conscripts had average AI but once they manage to reach a critical mass these blob had enough AI/AT to deal with most things.
The design where spamming a single unit is a viable strategy is simply bad for the game.
These 3 points in conjunction should show why Penals do need better AT capacity than their peers as they lack a lot of the tools those other examples have to support them.
You are presuming that Penal should be able to operate alone which is actually bad design. If that was the case Soviet strategy would revolve around creating a Penal blob and run around counter both infatry and vehicles with it. That is simply bad design.
There was a time when it was a viable choice, then the unit got nerfed into irrelevance.
It happened for every single light or early unit of every single of the 5 factions, removing any choice other then "go for meds asap and get only what's absolutely needed to survive until that".
Why are you completely ignorant to that little fact?
Sorry, but you can't have any decision making between staying low or teching when you kill potential of early game units to seal the game and nothing will change that unless you're willing to get these units back to the "op" times.
OK this simply show how completely messed up you are.
You suggest something and when I suggest the exact same I am " completely ignorant to that little fact"
I'd rather focus on encouraging the use of other T3 units instead of more T4 med rushing.
20 extra health for M5 at vet3 would go a long way as it arrives already when AT is abundant, it would do nothing vs dual shrecks or puma, but would be of tremendous help vs ATGs, SU-76 is being addressed, 7th man might not even need a change anymore if PTRS AT in mid/late game issue will be solved and M5+7th man could become a valid T-70 alternative leaving the decision to either go for T4 or pick SU-76 depending on situation.
This is irrefutable proof that what ever I post you post exact opposite even when you agree.
Now that truth is out pls stop your nonconstructive game.
A slower pace requires deeper options on each tier or global upgrades costing fuel but acting as side tiering option. But the idea of slowing the game pace for the sake of it doesn't make sense.
If we take Coh1 as example of slow pace early game, that's essentially because USF had BARs upgrade as a kind of side tier option upgrade or the player could tech to rush the M8. Both option were viable but one give the illusion of slower game pace since it delays the tech. The wehrm had a similar idea with or spending fuel early on tech to rush the PUMA or spending some on veterancy for your grens.
I think the illusion of coh1 being a slow pacing game also come from the fact that generalist tanks are really hard to get working properly - you always better invest on tank destroyer for the armour fighting and mostly focus on infantry play all the game length.
Coh2 is different, a single Pz4/sherman/t34/cromw can turn the tide of the game in a matter of seconds so you need to have yours asap.
Coh1 had allot less fuel available and on average less tanks where used.
Imo the game would be more interesting if one had to make decision about tech.
For instance if one had to evaluate to the situation chose between building a SU-76 or going for T4.