But you also nerved the ukf commander which was already a niche commander.
If i follow your logic it would look like this:
Riflemen are OP, instead of nevering them u buff Grenadiers and complete ignore the side facts that this would break the match up against soviet and ukf
То be true, you can upgrade your forward positions with FOB. That way you will also get some utility - you can swap to your FOB using F4 shortcut.
The only benefit you get by occupying ambient buildings is making it your own for the whole match. Enemy can't get inside, and you got forward reinforcing, garrison cover and some abilities to use. On urban map it can really be the end of it.
I can see 2 ways of dealing with it:
- Reducing the health of buildings, so they can be easily removed (therefore nerfing both sides)
- Making it impossible to slap that "deny cover and give me stuff" ability
Thing is - I can't really see why ALL of those buildings are going to be unavaliable? Just get some sightblockers, put them further away from chokepoints, remove vision from them, idk. |
Sure, remove those all trucks deployed requirement from KT and im fine
Bruh, you still need to get soviet t4 in order to get IS-2. |
"we feel that the MG34 is in a really good place right now",
pls stop hurting my brain and confuse others, you are talking about Ostheer HMG. The main HMG of Oshteer is MG42, not MG34. The only way you can get an MG34 for Ostheer is to drop one in from Osttrupper commander. MG42 have the largest cone of fire, the highest suppresion potential, and it can be produced from t0.
Not so good on the damage side, but you can't be good at all.
MG34 is basic HMG for OKW, and that one IS in a good spot. Not too strong, not too weak, good overall. Decent suppresion, decent damage, great Vet bonuses, especially that %5 target size reduction and sight increase.
IMO, MG42 is god at early game, where you can't really opose it much, great for lockdowns on supply points or cut-ofs. MG34 on the other hand is your frontline MG, it can move with your troops. I would say it is a weird mix of MG42 and M2HB. |
Bruh, l2p, basic stuff.
Flank, infantry smoke, ultra-light vics outside their arc of fire, usage of sight blockers are all valid counters.
MG42 have the longest set-up time - use it. Insta-oorah can get you to safety, or even get your squad on top of it. Frag nades from americans are vital, and you got them free officers with smoke.
MG42 got wide arc, but gunners can't spot for themselves. If you see pios, then MG42 may be nearby.
Deny cover to MG's - barbed wire on green cover, demochardges and mines for buildings entrances. Soviets got them flare tripwire, that one is extra-good to put at doors and chokepoints.
Get your own units behind green cover - even MG42 cant suppress them as fast as in the open - it takes up to 4-5 bursts to get them crawling, and it gives you plenty of time to flank or push that mg away.
Do not walk your blob into MG without at least 4 lmg's on your troops - you wont reliably snipe the gunner and suppersion applied by AOE.
If you getting pushed away from your line, then switch to another line, help your teammate and wait for some shock-unit - shock-troops, t70, AA-halftruck, or get some offmaps.
The only thing that HARD-COUNTERS the MG's are snipers and tanks, at least IMO. |
Same HP as kubel, nerf MG performance and up the MP price. So it would become literally kubel on steroids. |
Some cool ideas but ithink removing mark target from the commander is a pretty big nerf
I think removing radio intercept makes sense, spy network is enough recon
Maybe they can add some sort of heavy/immobilizing AT-mines for sappers or irregulars, using skins of american M20 mines(or maybe even demo skin)? Would be a nice trade-off. Mark target have literaly zero counter-play, with it allies can kill any german tank within 30 seconds. |
AFAIK, flares from soviet units can reveal MOVING stealthed units. If they are just sitting there, it wont do nothing to them. Also, SU-76, ISU-152 and SU-85 have vet1 Awareness that can spot stealthed infantry on the minimap and tacmap. Not sure if this works with goliaths - but ability from Tank Hunters can help with that. And sweepers, since goliaths are pretty much self-proppeled mines.
Clowncar also have extended detection range for cloackers.
Not really sure what works for brits - UC should have extended detection, and a lot of doctrines have flares, and they have recon planes from Assault officer.
All kinds of recon planes - loiter and single-pass - will uncloack stealthed units. |
You COMPLETELY miss the point of CoH2. CoH2 is not CallofDuty-esque “boots on the ground and gray morale”, CoH2 is not Wargame:RedDragon pseudo-intellectual RTS. CoH2 is not Starcraft, C&C or any other RTS out there. CoH2 is a place for people to be monsters – the horrible, senseless, uncaring monsters that they really are.
Sturmtiger just wiped 20 guys from rear echelons - and we laugh. Some forum wariours bragging about their top-5 three years ago - and we laugh.
Russians burn down fields with their own troops and we laugh, and ask for more. Polish resistance memebers are gunned down – we laugh. Bugsplat, cheese strats from tournaments , stupid bugs, unknown facts about WW2 and baseless hate for Brits – we laugh. We are mindless “me-too”ism; we are irrational preference; we are pointless flamewars; we are the true face of the CoH2. |
PPSh turns your guards into "cheap" knock-off from MP-40 "Tactical Advance" Stormtroopers. But with abscense of camo they are really useful if you can find a spot to hide 6-man squad.
DP-28 are pure DPS increase but with higher drop-rate. |
Can you post which units? i can check if the rounds just have some suppression.
I dont think this is connected to suppresion, it is more of animation bug. When huge shell hits next to unit, they duck and drop for cover, thus reducing their movement speed. Main issue with that - animation only triggered in certain radius from blast. If whole squad gets into that radius, they all drop for cover.
Stugs and flamers tend to hit into the middle, making them drop for a second or two. Same with howitzers (both pack and big ones) and HE/105 Shermans. Maybe even both 81/120 mm mortars, dont know about that. |