The pick up bug is actually fixed, however this is not visible in the modding tools due to missing updates. This extraction tool can be used to view the live files in .json format: https://www.coh2.org/topic/110106/is-vickers-k-moving-accuracy-is-really-60/page/2#post_id885014
Wait it is? Does that apply to the bren when commandos pick up a dropped tommy bren too? |
Imagine not being able to deal with 5 dudes with stens lmao |
Because grease guns are ass at long range. Pretty self-explanatory.
If you want a cqc squad it should have all cqc weapons in order to maximize its dps at the only range you should be using it at. Which is cqc. Three garands would not beat any squad at long range except assgrens or pioneers and if you have thompsons you should be closing to use them. Pretty self-explanatory.
If you want a squad that does passably well at medium-long while still being very good close-medium then get BARs. |
Absolutely a welcome change.
For every one good "vaulting play" (if you could call it that) there are 1500 missclicks that were aiming for the green button to cover. Factions with "tight" sandbags (OKW, OST, UKF) especially get that.
Vault on retreat may reward aggressive plays on cutoff, which I honestly am OK with.
Right click and drag on cover solves this issue.
Usually gives you better squad spacing too. |
Yea, I would prefer regular Rifles with the 2 Thompsons and a snare since most engagments are med-long range. Might not get easy short range wipes but it would be easier to keep LV away. In rifle company, using sprint would allow for some close range shenanigans along with snare synergy like a few of those OST commanders.
Rifle commander used to be OP as hell, especially with my 3 Rifleman VET bulletins. Also wasn't the VET on the call in rifleman Random. I feel as though I remember getting Vet 2/3 Riflemans called in.
Or you could just put BARs and ave functionally the same thing except better in every way. I don't see why anyone would want thompsons and garands on the same squad. |
Honestly I don't even like pathfinder spam as USF. I don't really see how it's better than going 1 path plus riflemen. Rifles are tougher, they have grenades and a snare, and they don't lose as soon as things close to like 20 meters.
Also I'm pretty sure they are actually the worst USF infantry against kubels. Yes, if you run a kubel into 4 squads it'll probably die pretty quick, but 4 rifles would do better here too. |
Agreed with most of the post, just wanted to add that commandos are IMO literally the only reason to even consider using UKF in 1v1. Almost everything else in it is kind of just a worse version of something else, including all the units you brought up, and the faction is definitely way behind all the others.
I actually like the cromwell a lot, though. Its main gun is actually pretty decent in my experience at anti infantry, even if it's no HE sherman. |
Hey you stole that from me |
I never understood why they changed the Scott so that it overlaps with the pak howi. They nerfed pak howi AOE because going 2 of them was strong against blobby-campy players. They gave it the mega useless, more bleed 1 extra guy (who is clumped up with the rest of the weapon team so no real survivability there), and with already on a 1.25 RA modifier, just straight up nerfed it.
Instead of making the pak howi a strong barrage weapon (eg hitting a super clumped up yellow cover squad means death and not just 1 model down with 15% hp left). It's really comical. I always go for double pak in every 3v3 I play and in each and every one of them, paks reach vet2-3 with less than 10 kills on each. The nerf really hammered down the lethality of it. You pay 340 just to damage infantry.
Scott could have been a mini brummbar to deal with fussie/ober blobs but it's just a barraging tool.... like the pak howi.
Rifles go down as the game progresses because the fights are no longer close to medium range, so long range specialists dominate (obers, JLI, falls). Coupled with the annoyingly long snare animation. Just now lost 2 squads of rifles to 2 obers trying to snare two 1 pixel HP P4Js, vet2 obers took down 2 vet3 rifles on medium range faster than each rifle managed to fire one snare on each P4. Comical.
USF is fine as is in 1v1s. 2v2 you really need to be careful and rely on paths to negate some maps (bad design, wide arc MG can push you back easily with a bit of micro).
3v3 is horrible for USF on most maps.
Don't play 4v4 so not gonna comment. Doubt it's any better.
If they nerf the pathfinders because some low rank people find them OP, well... after the scott rework into a mobile pak howi and the constant stream of nerfs to indirects, they really will cement their position as "incompetent people of COH2"
The extra dude on the pack howie actually makes a big difference because that means it can still survive if all 3 guys on the gun get killed. When it was 5 man and that happened it was just a wipe lol. |
Recon commander is actually pretty decent pick in 1v1 against WM.
IR pathfinder's sight and it's barrage is very useful against mg or AT.
pak-howi + airborne is very cost effective skill that enhances vs inf. power signifantly.
Only thing I don't like about it is Greyhound, but still, it got very good buff(bug fix that has been lasted forever) lately.
Wait what bug on the greyhound got fixed? I wasn't even aware it was bugged. |