I think Cruzz suggested this somewhere and I liked the simplicity of it as a solution. Move Grens to the HQ like every other faction and their baseline infantry. Bring the cost of Pios down, to bring them in line with other Engineer units.
The only thing i'd add to that, is LMG's for Grens require the Infanterie Kompanie and T1. Infanterie Kompanie should cost no fuel, but move its existing fuel cost (iirc 10 fuel) and add that to the t1 tech upgrade cost. Same difference, but may help discourage people gren spamming and forgoing the Infanterie Kompanie for a faster t1 and then back teching later to just get the LMG upgrade.
In addition, imo, Add 8 hp to the Ostheer sniper, reduce the cost of his heat round to 30-35 munitions and I feel Ostheer would be in a fairly good spot.
Nice to have a stream to be fair. Relic policy on what they can communicate about though is a kicker and probably makes streams for them quite difficult as well.
I took Peters answers in some cases were a dry humorous response, I found it funny and obvious he could not give a real answer, but I can see how that may wind up others.
Only so many times you can answer "we're working on it" before you may as well make fun of it yourself.
If they are just having some end of week games on stream, that is pretty cool as well and something the community has called for before. They should be free to, and we should encourage them to stream for no particular reason but "lets play some games and interact".
LMG squads are generally better because the real dps source has a few meatshields in front of it.
PGrens have very respectable damage output though imo for their cost and don't need a munitions upgrade to be effective AI. Just a slight tweak to their survivability really and i'd think they'd be in a good spot for non doctrinal infantry.
Says more about the general design of WFA units imo that they are now so overshadowed by the likes of LMG paratroopers and Obersoldaten. You have to actually use Pgrens smart with positioning.
As someone who actively made the transition from a mini mapper user to tactical map (I probably flick it on every few secs and issue allot of move orders via it), yeah it could definitely use some functional improvements imo. I actually tend to suffer micro wise in anything above 1's these days, as my reliance upon the tac map is a bit detrimental when its a cluster shop of everything on the tac map in the bigger games.
I've played a couple of Mech Assault games recently but I actually always go for T2. I really like having paks, and I'll just get my PGrens from T2 rather than with the halftrack. There's no reason to save more fuel anyway, because you'll have plenty for at least a Stug E and a Tiger when you're not teching to T3.
Tbh, I find on some maps at least in the 1v1 pool, Allies have such a early-mid game advantage because of the map designs favouring mid-close range fights, that it can be difficult to keep a healthy fuel and muni income. The tech between t1 and t2, which costs about 300 manpower and 60 fuel hurts early on. The call in and delaying/skipping the tech I have found gives you a boost early on. Not field tested enough, but I found it something a wee bit different and fun.
Mind you, t2 is a staple of pretty much every Ostheer build so common sense should be applied and kept in mind
@ Gustav, yes, but I do not believe it is 100% accuracy, more like 50% chance iirc.
After watching Danes video today on the 250 halftrack (linked below) and seeing RedxWings strut it around a bit recently, I tried a few games tonight with a Mech assault doctrine build and using the call in's, bar the assgrens heavily. Was pretty fun to try something new and it does not diverge so far from the meta that its pudding either, or at least I think so with. Just thought i'd quickly throw it out there as i'm up awake anyways with the man flu!
Basic build is a standard 5 tier one units, e.g. 4 grens, 1 MG42 and healing bunker.If your facing USF, place two tellers if you can early on tight maps. On open maps, if they go liutenant, don't bother with this build as you need fast tech vs the inevitable light vehicle. Vs anything else..
Don't tech, wait for 3 cps and call in two Mechanised assault groups. You don't actually float that much I find in the very early game with reinforcement costs and the healing bunker.
By not teching, your saving essentially 320 mp and 60 fuel, once you include the costs of the t2 building. Way I see it, that is the cost of the two 250 halftracks covered, as they work out as 150 mp and 30 fuel per one. So 300 mp and 60 fuel combined for both of them. Two Pgren squads is allot of AI and you can get access to the Shrecks without teching. This changed at some point, as originally when the doctrine came out, you needed the tech to upragde the assault groups.
So your saving on the nasty sunk costs of Ostheer tech in the early game, in favor of more units quicker. Pretty simple deductive logic from here, if they go for a light-medium armour, upgrade shrecks as need be (2 does vs t-70/Stuart/Greyhound, 4 is needed vs medium tanks) and use the halftracks to flank or Pgrens in cover/buildings to play defensive. If your far behind in fuel (you'll know, you need paks, although tbh its a bit all in, if the two mech groups did not swing the early game in your favour, then your probably fecked anyways..)
If they save for calls ins, use pios with flamers in the halftracks and keep Pgrens vanilla. If its call in tanks before 11 cps, get Shrecks at an approximate time you think the tanks will hit and lay a teller or two (since you have no LMGS)
Either way, a Stug E is always useful to throw into the mix at 6 cps and your ofc gonna get a Tiger once available (11 cps). After that, you might want to tech to get access to a PAK and LMG upgrades for the grens.
As someone quite competitive in nature (read butthurt at losing), COH2 can drive me up the walls occasionally.
Best not to take it too seriously, but with occasional long gametime lengths (25+ mins matches) and bugs/performance issues...it can be sometimes difficult to see the funny side of it!
I fecking hate precision shot, winds me up to no end, combined with the current cover system, squad wipes ahoy.
Ofc all AOE weapons are guilty of that this patch, just that the Soviets have an ability that takes away the RNG of hitting bang on.
I'd love to see the cover system/squad clustering fixed, or failing that, an audio warning giving you a similar reaction time to a rifle nade to dodge/move.