As Soviets, Katyusha is your best option.
Otherwise a T34 or surviving T70 might do as well, depending on the severeness of the blobbing.
Bear in mind the Katy use requires some experience to time and aim correctly. Practice a lot. You often make it a lot easier for yourself if you manage to bait your opponent into wiping a squad or yours or fake retreating to keep them on the predicted path.
The Katy is also more the higher risk, higher reward option. If you hit, you hit hard and stop the assault right in the tracks. But if you fail the enemy is free to keep blobbing until the CD expires, which is different from how tanks would function. |
then we agree because that was my point.
Why did you quote GiaA then and posted a video claiming the opposite? |
Again, like what?
Grens have medkits, pios have incread sight, both can build bunkers, they obviously can't be given sandbags, explosives make no sense on them, neither do sweepers, 7th man adds pure combat power, they already have fausts, there is stock AT squad, it doesn't make much sense for them to repair and already PGs get that ability through another doctrine, flares are completely unsuitable for them and their theme.
These guys were guarding railways from partisans IRL.
Trip wire flares, flare traps on points, stun traps, some type of grenade, hit the dirt would actually be an ability that could be useful on a long range squad instead of short range PPSh Cons, medkits are great, some vehicle or infantry awareness ability. Even adding a 7th man is different from adding pure DPS, or just decrease their reinforcement cost by another MP with T4. Not all of these are good but at least try worthy instead of pure DPS and reinforce their original role.
Soldiers from conquered countries in eastern Europe were in active front line combat and not only used for guarding of logistics and upgrisings. |
LoL developers have a different opinion:
https://www.youtube.com/watch?v=BpBh9UMOvlU
CoH is not LoL. We're having a small community dev team with limited resources and possiblities that creates balance patches in their free time on the good will of the actual game developer that generates minor income from this game. We don't have a fully trained dev team that tries to milk millions after millions from their game. By all means it is impossible for CoH2 to balance around all skill levels in all modes. |
It might be, but then again, what do people expect?
Ultra niche specialization that will throw them into pit of irrelevance?
They are cheap combat mainline alternative, again, what kind of utility people expect them to get? 7th man?
What kind of utility makes sense for "the cheap, poor equipped and barely trained squad"? LMGs weren't exactly uncommon.
Giving them utility does not mean that they will be pushed into an ultra niche role. There's plenty of options to give utility instead of pure combat power via their weapons. |
Being a meat shield, low attrition squad is their utility.
I don't know what you expect here.
That's exactly what he said. Unlike Grens they are not meant for dealing a lot of damage, yet they get a simple DPS buff. While that is a way to balance them, it is probably the most boring solution. |
There are feedback and suggestion threads, also you opened this thread just three days ago. There is no need for yet another thread |
The comparison to Commandos is utter nonsense.
Grens and Commandos are completely different units with different profiles, function, availability, timing and abilities. In different faction. Even the camo type is different. |
Please move this point to the feedback thread. JCS and the ambush camo have even been the point of the latest posts. |
Jaeger Infantry has been the most dominant pick for 1v1 by far since the Osttruppen nerfs.
I believe it was also the most vetoed commander in ML. Behind the scenes there have been many complaints and worries about it, in particular about camouflaged fausts, so that aspect has been addressed.
I also think JCS should stay as since they are limited to 1 squad only.
Has it been considered to just lower the Faust range on upgraded squads? Yes, it would hit Grens also in a normal battle. On the other hand the current change hits Grenadiers overall ambush performance outside of the snare, so there will always be collateral damage. But lowering the Faust range would feel more intuitive, since this would bring the Gren Faust closer to all other snares and therefore feel "normal" instead of creating yet another exception that works unlike everything else in the game. |