The thing is that all the core mechanics of CoH revolve around rng. Tanks, Artillery, squad based fights, grenades. There are no laser weapons where it would be believable that a 100% hit rate exists. The authenticity requires hit and miss chances, as well as relatively long reload and cooldown times on guns etc.
Infantry fights are the ones that follow the deterministic concept the most, due to the high sample rate (=shots) that are needed to kill a model. But then again it's purely luck if your all members of squad target a single entity model or if they spread their damage. This could only be circumvented if soldiers could be controlled on a single entity level, which would abolish the squad based fighting tactics, retreating, most of unit preservation and the veterancy core mechanic.
There are some levers to push and a lot has been done, for example spreading out damage profiles of AoE damage, refining squad spacing etc. Also there could be a "manual reload" mechanic for machine guns and so on.
Irrespective of the side you are standing on:
If you want a more star craft-like gameplay, you need to play starcraft. The WW2-time frame does not really allow for a completely deterministic gameplay in my eyes. In my opinion, CoH2 has reached a nice balance between rng and complete mathematical determination for the most part, although in many regards it's far from perfect.
Does the rng make the game require less skill? Well, yes and no, rng can add to the skill ceiling if it is applied in to a limited extent. Yes, as you're sometimes not rewarded, even if you took a fight where you had initial advantage. No, as you are required to reevaluate the engagement at all times. My tank missed twice? -> Abandon the offensive or keep pushing, it's up to you to make a qualified decision. |
and what do I do on chokepoints? 
I hope this is sarcasm |
Their early game performance sucks hard vs OKW, that is the issue with them.
Against OKW I got the problem that usually one Riflemen squad gets chased off the field by Sturmpioneers. So you always have to move two of them around or catch Volks in 1v1 to not lose the early game. Which is difficult of course, but that's not a problem with Riflemen, but Sturmpioneer start |
Are you refering to this forum?
Because I dont often see complaints about riflemen bein UP here (not counting a certain dumbass who has also littered Steam Forums with a considerable amount of mind-wreckingly stupid threads)
And I agree, they are well balanced.
That being said, USF has zero chance to survive early game 1vs1 against equally competent OKW, but thats hardly a problem with Rifles or USF in general
BTW Im often running into teammates who try to go with builds containing zero Riflemen  
Yes I do.
Usually when a thread is derailed into "Volksgrenadiers are too good" or just the general mainline infantry discussion, there are some posts about Riflemen being bad. I can't recall how many of those were made by the same person. |
On the forums, many seem to have a "Riflemen are bad and cost inefficient" attitude that I do not share. Maybe it is due to my probably relatively low player rank and the different meta that is played there compared to high rank matchups, but still I don't get why they are shittalked like that, since also in high skill play, many fights are just stand offs of squads shooting each other, which is purely rng.
Compared to Volks, Riflemen are about 10 % more expensive, but at least judging from my game play experience I'd say that they also perform at least 10 % better. In my eyes they trade reasonable well at least until Volks are upgraded. And even after that they don't get completely wreched by them. Against grenadiers, they usually win even if they lose a model while closing in.
They're 5 men, so reasonably beefy and resilient to rng wipes, have high mobility and decent stock firepower.
There are some drawbacks, such as the need to sidetech for grenades and weapon upgrades, as well as the vet1 requirement for snares that sometimes comes in too late to deter light vehicles, but in most of the games their firepower is good enough to get a tank first before side-teching. Then you can put 1-2 BARs on them which gives them good firepower, or you have the slightly off-meta possibility to give them bazookas and use them as an AT squad with five men to endure some tank shots and the potential to snare afterwards.
On a faction scale, USF has always been on the strong infantry side, which is partially caused by the "free" officer squad for teching, but also Riflemen do play a strong role in there as Riflemen have been the only infantry option for USF for very long.
So, why all the hate for Riflemen?
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I would like to swap the timed demo charge for a normal one (like Soviets) or the Penal satchel.
Right now the ability is next to useless, which might be partially due to mediocre design of the squad itself.
A demo or satchel would give some more opportunities to use it, especially the satchel for Thompson Paras in CQC. |
I'm probably late with suggestions, but had it been considered to nerf the arch when in canister shot mode?
As far as I could see it, the problem was people spamming 2-3 of these and annihilating charging infantry. A smaller arch makes it easier to just run through it quickly and dodge the damage, while it would reward good micro and a good setup for defensive positions
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Obers.
They have 25% extra accuracy against retreating units.
Ah, I didn't know that. Why was that implemented? |
And fun fact:
There is one stock infantry that rips and shreds easily retreating units, because it got bonus accuracy against them - that infantry doesn't belong to allies.
Wait what? Which one? |
One question:
Are Panzerfüsiliere worth it vs Brits?
I just played 2 matches against Brits in 2v2 game mode with the Jagdtiger-Commander.
Füsiliere and IS both cost 280 MP to build, only Füsiliere are a bit cheaper to reinforce. But they get >totally< wrecked against IS, even (how I felt) on super close range. No chance at all to win a fight, and Sturmpios often don't bring too much to the table once 3-4 sections are out.
Until I can finally upgrade them (around 7-10 minutes) I have to rely on my teammate to beat his opponent, because I won't have much map control. And by this time the IS are often upgraded as well, so getting to closer ranges is often not the best option anymore. If my teammate can not compensate me, than basically the whole game is screwed. |