I guess I didn't really get to asking you in the post, but that's what I wanted to know. There's kind of a different answer for 1v1s, 2v2s and then 3v3s and 4v4s.
For starters, the M5 call-in gives you the option for an actual reinforcing halftrack. The quad upgrade is there as an option, but it serves a strong utility to USF without it. I wouldn't put an ambulance on the front lines, but I would with an M5, Quad or no. The ambulance is just a mobile triage center anyway.
And like you said, the commander call-in gives you a good mobile AA/AI option while skipping LT. Going captain into major, if you're able to capitalize on fuel early game, can work out quite well in your favor.
In 1v1s this utility can be very useful in providing alternate/less predictable teching paths. Fast stuarts are strong in the current meta, and the suppression of the quad can be nice to pop out against an OKW player defaulting to a schreck blob, for instance. I think currently this is where the M5 currently fits in the best.
In 2v2s the usefulness isn't as prominent. Depending on teamwork there's a whole different kind of commander/tier synergy, with the addition of faction synergy. I mean, just having a soviet ally kind of undermines the call-in M5.
In 3v3s and 4v4s, well, USF are silly to begin with. Six to eight player games are pretty much a farce in terms of balance and sanity. They can be a fun arena to wipe a thousand-plus manpower in a single demo charge, but there's no hope for balance/logic there in the game's current form. Light vehicle call-ins arrive way late in 3v3s and 4v4s, and are usually not worth getting. Ostheer's mortar halftrack is the only exception that I can think of. |
Something to keep in mind with call-in units, is that the larger the game is, the slower the rate at which you get CPs. A good rule of thumb is to assume you'll have 25% less CPs per player in teamgames than in a 1v1.
By the time you'd have 4 CPs in a 1v1, you'll likely have only 3 in a 2v2, 2 in a 3v3, and only 1 in a 4v4. Being fully teched with only a few CPs is easier to do the larger the game is. This can severely hamper the effectiveness of call-ins in those particular matches. M4C Shermans for instance, usually come after panthers and even KTs in 3v3/4v4s. |
Hell, panzergrens can get their second schreck for 90 muni if I lose one. It's costlier, but at least it's there.
Mind you, the way that actually functions in the game code is highly(overly) complex and convoluted. I can see why anyone at Relic would be loathe to recreate it for PTRS.
But I'd rather have clunky code that functions properly than lack it completely. |
Starting to? |
Another thing to keep in mind is that Maxims cost FIFTEEN manpower to reinforce.
I think the only cheaper thing to reinforce are Ostruppen. Saving on that manpower bleed with maxim spam can be (/is) crucial. |
You should be using shocks or guards by late game.
This is another component of the issue. |
Hell, with the t0 mg42 I push off conscripts with my pios all the time. The grens are just gravy at that point. And then come the lmg42s. And then panzergrens.
The molotovs and the doctrinal (and late @ 3CP) PPSh upgrade really doesn't do much to change how strong pios are against conscripts with early mg42 support. |
Infantry have always felt clunky and unresponsive in their movements and actions since day 1.
When I watch and/or play a CoH1 match I feel the considerable difference in infantry behavior and wonder why it's such a problem for CoH2.
I will watch my infantry jog down the road with their rifle in one hand in the middle of combat in CoH2. Whereas in CoH1 I see riflemen backpedaling and sidestepping to shoot at enemy infantry all the time. They turn and move when they're told and they move faster than molasses even when they're not retreating. |
Before OKW, conscripts had more room to operate. Ostheer and Soviets still remain a fairly interesting matchup, (kinda). The problem is WFA armies and the Brits flubbing up the design and strategy of the original factions.
Ostheer's MG42 got put into t0 because of oversight in handling USF, but this put conscripts in an even tougher position. |
There is Men of War, you know, as others have said. |