Perhaps a (/two) scoped Mosin or DP28 upgrade tied to the T3 or T4 structure? I think a vet requirement would make them scale too early. They seem to be fine early game against Volks and Grens and only really start to struggle once mass weapon upgrades or elite infantry hit the field, which is usually around Soviet T3 or T4. |
UKF seems to be another victim of CoH's inherent problem of 1v1 and team games having the same balance. UKF do very well in team games where fights are more concentrated / corridored, but apparently seem underpowered in the more spread out fights of 1v1s. It's probably too late for CoH2 but if there's going to be a CoH3 Relic should seriously consider seperate balance for different game modes because that seems to be the root of most balance problems. |
Small test i done.
Single model squad with invulnerability been targeted by different weapons with focus fire false ("scatter weapons"). Several other single model squads been put at it's sides and behind.
-While performance changed depending the weapon, all of them would be able to hit models from other squads. Things like .50 cal doesn't have too much horizontal scatter, therefore it was only killing models which were behind the one which was targeted. STG/BAR/MG42/Kubel had a more widespread hitting.
-Even if the target behind them were cloaked (snipers with hold fire), they were revealed by the time some "scatter" shot hit them.
Seems like I derailed the thread a bit but thanks for testing it. Good to know I haven't gone mad lol. |
Important to note that "in combat" isn't determined by whether the squad is being shot at or not, it's determined by whether the squad is being hit or not. This means that if all of your shots miss a sniper while you chase it, it can just recloak, which is likely what happened.
This is also why stray rifle shots can sometimes reveal cloaked Rakettens lol. |
Let's not forget that suppression performance isn't the only factor for MP cost.
The Vickers can spot for itself in garrisons which is a pretty huge deal, and it does very good damage. The Maxim does good damage too, and has a 6 man crew that can be very hard to wipe. Both will win in a straight up fight against the MG-42 as well.
If there is one HMG that has a big cost-performance deficit it's the MG-34. While its bad performance is justified within the OKW roster it shouldn't cost as much as 250 MP. |
If anything should be done about snare, we should be reducing the number of snare unit in the game, not increasing it.
Remove snare from Gren/Riflemen/Volks/Pfuss/Falls/Cons and instead having those ATnade doing something more tactical such as turret lock or blind.
This would be the ideal solution in my opinion too, AT nade / Panzerfaust should do a bit of damage and a temporary stun/daze rather than engine damage. IS could get Bren button ability in line with this.
But at this point in the game's lifecycle I doubt such a huge meta change will happen. |
The fact that this thread exists is proof that some people do have trouble telling the 76 and the 85 apart based on the turret.
But based on the evidence provided, the fact that some people struggle to distinguish the vehicles is caused by their own lack of knowledge because there's an abundance of visual (and auditory) clues. |
Panther hardcounters the Churchill, just use it at max range. Panter will pen most shots while Churchill can't return fire, no need to rush in. Especially the Command Panther is good because of its mark target ability giving more damage and accuracy I think.
Rakettens can be good too, try to use the cloak to put them in spots where they can shoot at the Churchill from the side and it will melt. Throw in a Volksgrenadier with panzerfaust and the Churchill basically becomes immobile.
KT is only good if you go elite armor doctrine and use the HEAT shells.
If it's an open map and it's a team game, consider going Jagdtiger. Completely denies Churchills. |
I like the Bren button ability option, but then it should only influence mobility.
It shouldn't impair visibility or reload/accuracy as that would be far too powerful to have potentially on every single mainline inf squad running around.
(IMO all snares should do stun or temporary mobility damage rather than damaging the engine) |
You mean the easy8?
That is commander call in and imo is much easier to tell apart from the regular sherman, compared to the T34's
No, I mean the 'reserve armor' ability of the mechanized commander that allows the USF to build M4A3(76) Sherman tanks at T3. That's the upgunned version that is literally an M4A3 clone with only the gun and mantlet being slightly different (while having an AT profile rather than AI). |