Light vehicle handle as bad or worse than tanks.
Lack of explanation of unit upgrades and VET gain.
An official sandbox to try said upgrades/VET
Lack of vehicle priority for AT infantry.
Lack of a toggle for units to keep moving until optimum damage distance. So if you have PG/Gren or Penal/Shocks they all don't stop when you see or engage an enemy.
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Thread: What really grinds your gears in CoH2?23 Mar 2022, 21:22 PM
In: COH2 Gameplay |
Thread: Penals PPSH23 Mar 2022, 21:05 PM
But they have better DPS at short range along with a short range nade. I think most would assume Assaulting means to move up close and attack. However the point of the question was more in comparison to Rangers and Paratroopers that get 4 Thompsons. I know they are different factions by why the difference upgrade? At close range, the Assault Guards are no better than Airborne while lacking the ability to move in or hide. Yes they are better at mid range but out of all Soviet elites they seem to have the least upside. Shocks can assault better, Reg Guards have more versatility and better long range, Airborne are better short range and long range. In: COH2 Gameplay |
Thread: Penals PPSH23 Mar 2022, 20:01 PM
Cool, I stand corrected. Not a bad upgrade for 45muni. I think making the CQC combat package in the commanders I listed earlier along with a smoke nade or Oorah would make Penals just as viable as or better than VGMP40 or AssGrens. One thing I have been wondering, why do Assault Guards only get 3 Thompsons? Was it due to merge/synergy with conscripts. They seems to be better on paper than Airborne PPSH until you need to get close to whatever your assaulting. The lack of smoke or camo for an elite unit is killer. In: COH2 Gameplay |
Thread: Penals PPSH23 Mar 2022, 19:20 PM
I know Serealia hasn't been updated in a while but they still show the target size to be 1, not sure if the data should be the MP40 or MP44. Now OST AssG have target size of .95 maybe that is what your talking about? On a similar note PPSH seem to have better stats than AssG SMG by quite a bit. The only downside is the ready aim time which seems to be made up for with superior near burst/moving acc/cooldown. In: COH2 Gameplay |
Thread: Penals PPSH23 Mar 2022, 16:42 PM
Yea it would be a bit much, maybe replacing satchel for smoke and flame nade like VG would be cool. If not just smoke for satchel would be good since other Penal could be used for the satchel charge. Are you sure AssG are better than PPSH Penals? I would have to look for the video but Tightrope did testing and PPSH Cons could beat a AssG when both were vetted unless the AssG had 6th man. Penals would get 2 more PPSHs and better offensive vet. EDIT: Found the video, PPSH won unvetted and lost against 6man ASSG. As to the Shocks/Airborne I completely agree which is why I would want the other commanders to have a small change since they do not have Elite inf in them. In: COH2 Gameplay |
Thread: Penals PPSH23 Mar 2022, 14:15 PM
Trying to get back on topic.
Dont Penals and Volks have the same RA when vetted(according to march 2021 patch notes), both come out to a target size of .77. Cost from 300 to 290 Reinforce time from 5.4 to 4.5 Veterancy 3 weapon accuracy from +30% to +20% Veterancy 2 Received accuracy from -15% to -23% So at VET1 VG is slightly better, VET2 Penals become a beast and VET3 Penals are still better due to increased ACC. Like you said the biggest difference is lack of utility, adding OORAH or smoke nade would make it an actual useful upgrade. I also agree with your other point, there is no reason for this commander to give PPSH since Guards get it for free and can cloak.. Like I have said in other threads giving Penals access to the PPSH upgrade would make Penal starts viable with more commanders. Soviet Reserve would give PPSH Penals, Commissar for field healing and AT/MG without backtech. Advanced warfare would give you radio intercept so you can hold off on PTRS upgrade as long as possible, PPSH Penals, T3485 and the ability to repair them with your penals. Finally Conscript Support could be renamed to Infantry support with PPSh, KV1 with Penals able to repair and Rapid conscription to keep up with the Assaulting theme of the commander/Penals. Each commander also has an ability arty/offmap/skill planes to make them attractive for team games. I know there wont be a patch but hell it would be a nice MOD to play so it isn't the exact same commanders everytime. In: COH2 Gameplay |
Thread: The problem with USF Rear Echelon Squads20 Mar 2022, 18:04 PM
What about removing smoke from nade tech and making it unlock as part of LT/CPT. Would preserve OST mg opening but at about the 4 min mark assaulting MG positions becomes viable. Unlock would be specific to RE. In: COH2 Balance |
Thread: M5 half track question20 Mar 2022, 14:19 PM
Depends on what your facing and what faction your playing, as soviets with conscripts an un-upgraded M5 can be quite strong since you will almost always win the attrition battle especially if the cons have any sort of upgrade(SVT, PPSH, dropped weapons). As Soviet with Penals, USF or UKF it is probably better to upgrade the M5 since the reinforce cost is so much more despite the infantry being stronger. You might win some engagements at first but the heavy bleed required to keep the pressure up may begin to delay your tech. All advice given was assuming blob vs blob with no time to put down sandbags, MGs, offmaps, arty or any other call in ability. In: Strategy Desk |
Thread: Penals PPSH20 Mar 2022, 13:33 PM
It should be 4% ACC, 2% cooldown, 3% REC ACC for each model lost. In theory works well together and at VET2 with bonus should be a potent squad. Issue is the weapon drop does not give a smoke nade or oorah or any other ability to allow better use of weapon upgrade. So lots of micro is required compared to pretty much every other SMG unit. In: COH2 Gameplay |
Thread: Good KV8 pushes with Terror15 Mar 2022, 19:20 PM
My side got to be pretty one sided about halfway through the match, however enemy did manage to pull off a couple radio silence flanks that wiped a few units. We were dominating early game so I was able to get KV8 out at 14 min mark, got several good pushes that enemy never fully recovered from. However other side stalled for heavy tanks which allowed them to win back their side. Some good pushes from KV8 forced some reactions while ally bombarded with B4. Eventaully caught a KT out of position so RAM and mark target allowed for quick work and eventaully team surrendered. In: Replays |
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