Perhaps I'm the only one, but I think the HE/AP (/HVAP) shells for the Shermans could use an infantry and tank symbol to make it easier to distinguish the ammo type at a glance.
Or at least put a penetration symbol on the AP/HVAP shells like this (top one):
The only thing OP about tommies is them walking up to you and dropping a grenade at their own feet, killing 3 of your models and them not losing even a quarter of their health. bRUH
Can we please remove suicide vest tommies and give the mills bomb a minimum throw distance?
They already had the minimum range for their grenade fixed in one of the New Commanders follow-up patches.
the UKF's manpower problems make it so you must be able to fight with a force smaller than your enemy (hence their power)
What manpower problems? UKF starts off with 340+280=620 manpower which is the second highest (shared with Ostheer but UKF doesn't need to build any tech, 20 less than OKW). Infantry Sections are 28 MP to reinforce which is not that expensive and cheaper than Grens (30 MP) while also being the most durable line infantry (0.8 target size), they get a good manpower bleed vehicle (Universal Carrier) and an HMG from the start, their tech is notoriously cheap (especially since AEC, grenades and weapon racks are currently entirely optional), with Bolster tech they get a recruitment bonus (5 men Sappers or IS for their 4 men price) and then there's the fact that Infantry Sections trade very well versus any Axis infantry that isn't Obersoldaten.
Tournament is tomorrow and aug3-4. We go by those stats
Why should we give more weight to a tournament that's going to have a ridiculously small sample size than to the stats that were pulled from potentially hundreds of thousands of automatch games?
Nothing comprehensive. I just put a squad of Cons in some places and had an Obers LMG firing at them to note (considerable) differences in TTK.
Below are the results if I remember correctly, with the yellow lines actually giving the RA bonus (so omnidirectional) while orange didn't give any RA bonus (so directional).
Take Radio Silence. It's an OKW ability that turns off the minimap and tac map for the opponent.
It's only purpose is to frustrate and annoy your opponent. It's a stress generator with zero worth beyond that. In my view the very idea of it is antithetical to good game design.
Funny you should say that. I think Radio Silence (at least the idea behind it) is actually a hidden gem as one of the very few abilities that expands the strategy of the game beyond brute force, and I think it's a shame there aren't many more units or abilities like it in CoH2. I would've loved more "spy" units and abilities (like vCoH's PE Vampire HT or the Commandos radio triangulation) that would have let players fight enemies in more ways than bullets and shells.