General Information
Broadcast: https://www.twitch.tv/tengen
Residence: United States
Nationality: Hong Kong
Timezone: America/Los_Angeles
Game Name: tengen
Here is my list: Soviets:
Fear Propaganda Artillery - too slow to activate, too expensive.
Rapid Conscription - agreed.
M42 45MM At-Gun - disagree. They are so cheap and come out pretty early, and look about the same to players as an AT gun. They vet super quick, and vetted they used (as of a couple patches back) to be equivalent to ZiS guns. Unfortunately low health with tendency to get 1-shotted by Tigers.
Tank Traps - Would be a great ability if not stuck with the awful commander with no lategame.
PMD-6 Anti-Personel Mines - Super spammable and kills 1 man at least, but stuck with an awful commander.
DhSk - What the MG42 should have been. Great MG, stuck with awful commander.
Armored Vehicle Detection - Underused and not very useful with sound through FoW.
Forward HQ - Highly annoying on maps like Semois. Use in 2v2s to skip base healing. Lots of dice rolling with mortar crits.
Booby Trap - Effective, but not obvious enough. CoH1 had that clicking sound. CoH2 people start catching on fire randomly.
Hit the Dirt - Only bad because this patch made Cons bad.
-On a more personal note I hope Relic sees this and realizes how flawed this commander system is.....
-I also support more variety please in doctrines, having the same ability in 9 Commanders is.....well......boring to say the least.
Well, on the commanders, I hope this could still become a thing:
Imagine how dumb it'd be if the American inf doc was split into 4 different commanders:
MANS COMMANDER: Rapid Reinforcements - FHQ - Infantry Camo - Rangers - Infantry Attrition
ARTY COMMANDER: Field operations - Tank Traps - Offmap Artillery - Howitzer
SPAM COMMANDER: Tank Traps - Heroic Charge - Offmap Artillery - Infantry Attrition - OMCG
ELITE MANS COMMANDER: Field Operations - Heroic Charge - Rangers - FHQ - OMCG
One supertank per game per person would only be feasible if ram were removed. As an either/or ability, a successful ram almost guarantees the lost of the rammed tank. That wouldn't necessarily be fun to watch or entertaining. In CoH1 an equivalent ability only existed in PE's ATHT, and that didn't disable the main turret. A Pershing is only 800 MP and can be respawned.
In the same vein, one supertank active on the field at any given time could possibly work. It is very tiring to see multiple Tigers on the field. One is hard enough, two takes forever to kill.
At the 7:33 mark I steal a German GrW 34 Mortar. It gets quickly killed by the advancing Germans at 7:42, so I lose the whole squad. However, the entire mortar weapon disappears. There is no leftover weapon to be re-crewed. Unfortunately, it leaves a mortar icon on the top right with "0" men left on the squad and an cloaked status icon. None of the remaining retreated men appear on the tactical map.
At first I thought the weapon was destroyed, but there was no way for small arms fire to damage it that quickly.
It's decent, but not great. Too many narrow alleys and intersections is reminiscent of McGechaen's War, which makes defending with MGs very difficult because of easy wide flanks and shot-blocking walls on those flanking paths. Germans (maybe except this current patch) reply on MGs more than Soviets to lock down territory. The narrow street nature of this map eliminates MG42's wide arc advantage. The need for constant repositioning from switching street to street corner means Maxims have the better advantage in set-up and break-down time.
Second, this map has too much green cover. Every capping point and every 50 feet there's craters or walls or tank traps. This gives larger advantage to conscripts (molotovs), and penals, shocks who are able to close in without getting chewed up too badly. Grens work best behind some cover in open fields, dishing out pain with LMG42.
Third, narrow streets plus craters provide some issues with pathfinding with vehicles. They do have a tendency to toss and turn near a crater. If an AT gun is in the middle of the street and vehicles try to pass, it can take a long time for the vehicle to maneuver properly.
it survives a single faust and will typically still force the gren to retreat. good players will consider this a buff. people who try to circle 2 pios and dont even try to save their vehicles when damaged will be disappointed.
the fact german infantry has lost all of its armor (except pgrens who still lost the majority of it) is a significant boost to its dps.
the fact it costs more mp and less fuel is also a buff in my opinion. mp is obviously much easier to get, is impossible to cut off, and doesnt delay your teching like fuel.
I will disagree on second point. In the early game where this M3 is relevant, cheaper MP cost is definitely more preferable than cheaper fuel cost. In the early game where it's a scramble to get as many capping units out and position your infantry in key areas, building an M3 now means delaying about 50 seconds for the next conscript squad. That's one less conscript squad running around and capping those points. Each of those points yield fuel, and typically an early squad can cap 2 points before engaging the enemy. That's an extra 6 fuel/min, which makes the M3's 20 fuel cost much less dramatic.