1. You are not the only one, everyone has had issues with that. I think it is server side.
2. Game is buggy, shit happens.
3. Had this happen, what happened for me was 1 model was unable to retreat so it stayed in front of mg while rest of squad was in base. Got pinned until the model died.
4. If you are moving to much some units take a bit of time to sit and shoot. Happens to me with Penals, but trust me every one feels red units are to strong.
5. Some Meds have extra health such as T3486,Ez8 etc
6. Annoying but not sure what the cause is. IT aint just you.
7. No idea.
8. This one I have noticed quite a bit but specifically Sturmpioneers, they will fire at max range while Penals/airborne lmg/Rifleman/conscripts will not return fire it is extremely strange. I have comp stomped and played OKW and noticed the same thing. 1 or 2 Sturm models will fire while the opponent would not fire back my guess is something with weapon profile..
9. I think it is a map bug, heard that it happens on specific maps but no idea why.
10. It is part of the game, I have literally come close to uninstalling and swearing this game off forever. In 1v1 I have been playing Penals and depending on commander T3476 spam. If RNG doesn't roll my way I am fucked due to unit performance and Penal scaling. Like others have said you don't remember the good rolls only the bad. It happens. I have switched to 3v3 and tried to mix up strats a bit. Try different things and try not to get to worked up.
Saw Tightropes game with Soviet reserve but no commissar. Decided to try PPSH with commissar since the attack buff should in theory make them put out a decent amount of damage. Since their reinforce is so cheap the rec acc nerf isnt so punishing. The game itself wasn't that great, my team won by a large margin but I just wanted to give the combo a try in the name of science.
I suck with conscripts so my opening was very passive until I got my molotov and then blob going. Luckily I was on the city-ish side of the map which would allow for some PPSH shenanigans. Got a couple good attacks in however I did keep my PPSH in a a team of 2 so extrapolating performance is a little hard. There were 2 "skirmishes" with vetted PPSH around 15-18 min mark where a bit of damage was done solo before 2nd squad helped. The damage done even while retreating was huge, didn't get the wipe but in team games were more is going on it might be a great way to get that dreaded off screen wipe. The rest of the commander worked out fairly well, weapon drop is cost efficient and howi is always good for team games. Didn't use rapid conscription since I was extremely focused on trying to get a good battle between a PPSH squad vs anything.
Couple random thoughts:
I thought the commissar wasn't supposed to be able to pick up weapons or crew weapons? Picked up flamer and crewed at gun.
When my HOWI got decrewed I couldn't see it, it looked destroyed but in replay it is there. Weird.
For the math wiz like MMX(wink wink) could you do a calculation of what the DPS would be for conscripts,7man,PPSH,Penals to see how big the benefit is.
DevM, thanks for the well thought out reply. It does get kind of old watching the same thing over and over in. Any small changes that you think could help even things out?
You mean squads or models? Also why this arbitrary number?
Edit: anyway let's be honest, you can't have a good answer to this. Let's take three examples why debuff for "blob" isn't working.
1- Your answer is squads. So this mean that 4 squads of 3 models, 12 models in total, would receive the debuff while 3 squads of 4 models, 12 models in total wouldn't.
2- Your answer is models. So this mean 4 squads of 4 models, 16 models in total, would receive the debuff but 3 squad of 7 (conscripts), 21 in total, would not receive the debuff.
3- Your answer is an arbitraty >16 (4 squad of 4 models) then again 3 squads of conscripts would receive the debuff while not being particularly any better than 4 squads of grenadiers or 4 squads of Obers or Falls.
Then goes the usual implementation dilema, if I have 4 squads close-by defending my area Am I blobbing? etc...
I think it should come down to squad number and spacing. For your first example your worrying about model total as your comparing squads. The way the game is balanced the 4 squads with less models would represent mainly axis(Ost, OKW elite, Tommies)these squads already have higher DPS to compensate for their lower model count. So receiving the debuff would make sense since it would be stronger than the 3 squads with 4 models.
great fix on paper. Terrible from a playing the game for newish players pov
Not necessarily, if the game showed a negative debuff over the infantry as seen during certain abilities it would push new players away from blobbing in the first place. The bigger issue would be the increasing debuff, it would be extremely hard to implement correctly now. A simple 10-15% rec acc debuff when 3 units or more are within say 15m of each other would be easy to implement.
Hopefully COH3 implements something similar from the start, for COH2 any rec acc debuff can create new issues and make others even worse. Using OST as an example, early pushes would be expensive as hell due to large target size and 4 man squad along with expensive reinforce. G43 upgrade would need to be tweaked to see any use while Gren mid/late game with LMG would hardly be affected due to long range profile. USF would be screwed all game long due to close range profile.
The commissar abilities:
"Not One Step Back"
"Hold the Line"
can now be used on snipers
It has been usable on snipers since at least the feb/mar 2021 winter patch. It is an ok boost that requires lots of micro between two support units. To get the most benefit it would require using conscripts with sniper for screening and snares while also keeping MP usage to a minimum. The downside is obviously the lack of early pushing power and near elite performance of Penals when used in conjunction with the Commissar.
Interesting stuff, which after reading the Vet guide over and the ability guide it leads me to some questions about SMG weapons and what is best to increase DPS.
Using Soviets as an example since they have several SMG squads, all of them get a 25% weapon cool down bonus at VET2 yet Airborne SMG Guards also get increased ACC as part the cloak bonus. How much of an effect does the ACC have compared to the weapon cooldown? You can't really use serealia to compare since it only compares VET0 to VET3 which also includes a 40% ACC increase for the SMG units.
Part of the reason I am interested is across all factions all cloak bonus give anywhere from 25-50% acc bonus. While the commissar "Not One Step Back" ability not only gives 20% ACC but also a massive 50% cooldown bonus as well. Wouldn't that make PPSH conscripts in Soviet Reserves put out massive damage?
Fun game, felt like we we were on the back foot until a couple key assists got us the infantry advantage. They had points advantage throughout most of the game.
Little bit of everything:
Couple KTs, Tiger, ISU152, IS2, Hetzer
I went airborne but sadly no penal SMG, I gave SVT to ally.
Rocket run where I tagged KT, JP4 and P4J also a couple random rams to kill tanks.
Got a satchel wipe, SMG Airborne and LMG airborne put in work
Overall fun game, I felt the heavy stall really messed up Axis when they had the advantage. They could have kept up pressure instead of allowing us to mount comeback.
reserve is bad because you only get an AT/MG and the commissar but nothing else that will help you fight later on.
The lack of doctrinal tank isn't exactly helping, it is a doctrine with alright early support but with no late game impact
My bad was thinking of a commander that would benefit Penals if SMG could be given. SMG Penal with Commissar buffs would allow for some interesting combos. But yes as it stands the commander requires coordination with allied players to get maximum benefit. However, fear propaganda along with howitzer in 3v3 or 4v4 is fairly potent.
Just my thoughts as midrank 2v2 SOV main player: penal build is a viable strat. That would may sound crazy, but they do feel like 0cp half elite infantry. Lots of clost-midrange firepower from the start of the game. As if balance team put all the eggs in the "DPS" basket, which left none for the utility one Very useful when you want just brut force push the opponent away. And, Relic forbid, somebody drops an LMG and Penals pick it up. Because of
But they do bleed a lot. Kind of makes recrewing multiple team weapons a very costly choice. The closest unit is riflemen, imo, minus mobility DPS + 1 dude, which do have similar setbacks if you start losing, which can't be replaced by dirt cheap 7 men squad.
So from the personal experience playing 2v2 they are fine. Kind of an all-in'y start, but definitely can be used.
Yea, I have been playing a bit more team games lately and they are great in team games since team mate can cover weakness. Like you said any misplay as Penal/Rifle and your really setback. Also I feel like the Vet1 works great as an SMG Squad since you are rewarded for staying in the fight and at VET2 according to Feb patch 20% cooldown/23% rec acc/30% Acc bonus make them probably the hardest hitting SMG unit at that timing. The problem is there is only one way to get SMG.
Also Katukov Soviet Reserve would work great in team games since you can get an AT drop without teching and commissar for buffs and fear propoganda.