I have a question, why do you need to get loot? Receive for the sake of receiving? Because during the introduction of the loot system, all loot has long been received or purchased, and now there is no sense in coins, because there is nothing new that can be bought on them.
At guns' anti tank performance is really similar. There are no differences in combat situations. Problems occur when one side pays more for something that works the same or when one side gets more for the same price. Imo Soviets often get more than tha pay for. Zis barrage is a good example here.
No, they don’t. Anti-tank guns usually have the worst high-explosive projectile, due to the fact that the projectile in them flies at a higher speed. So the walls of the projectile have more thickness to withstand the pressure of the powder gases and less explosives. Plus anti-tank guns have a lower elevation angle of the gun. QF 6 pounder: + 15°, PaK-40: + 22°, ZiS-3: + 37°
ZiS-3 is a field gun, not dedicated anti tank gun.
Its as much light artillery as it is anti tank gun and it was used extensively in both its roles, its not relics fantasy, its probably most historical portrayal of usage of unit we have in CoH2.
45mm and 57mm were soviet dedicated ATGs in WW2.
Even anti-tank guns had excellent anti-infantry capabilities, because they had buckshot. Here is one interesting historical case:
On April 29, 1945, the 320th Guards Anti-Tank Regiment found itself on the path of the German units breaking through the Halbe encirclement. The ensuing battle was reminiscent of the battles of the Napoleonic times: the Germans had practically no armored vehicles and attacked the firing positions of the guns with large masses of infantry. As noted in the connection report:
"The masses of the corpses of the enemy lay around firing positions, and the enemy continued to harass"
During the battle, about 420 German soldiers were killed, 250 soldiers were taken prisoner, 2 armored personnel carriers were destroyed. Soviet losses 9 killed and 22 wounded.
Soviets never used bazookas, while get some amount in 1941. They have much more piats than bazookas, but not used them too.
IMHO, airborne should have booby trap ability in both variants - they diversion specialists, it's they work. While with ppsh will get tactic advantage instead suppresive fire. They don't have stealth like other diversion troops and you can't make combo - stealth + tactic advantage.
No, they were used. Documents were found: a summary of the 272th OMSBON, they mention "reactive rifle" and award sheets for platoon of "reactive rifle" that used Bazook.
This unit used the Ford GPA, which included the Bazookas. In April 1944, 11 such OMSBONs were created. So this is true as in the photograph: cars of amibia and Bazooka.
Plus, during the excavation of the Zeelow Heights, a Bazooka was found, which belonged to the Soviet troops.
So we can conclude: Bazooka was used in the USSR, not very intensively, for objective reasons - one of them is the extreme unreliability of batteries. But still used.
Stug -E should be able to get an pintle MG either with mu cost or with veterancy or being free.
I also needs different vet 1 ability, a direct fire mod and veterancy overhaul.
Concrete bunkers should take less damage from satchel and ATG, actually ATGs should be less effective vs all building including emplacement.
My experience from Sector is that it is an inconsistent ability I have seen it being from devastating to a waste of MU and tracking issues would explain that.
Sector could become cheaper, lower CP, longer duration and then it damage could be adjusted accordingly. It after all a defensive ability that can be countered by moving out of the sectors.
A comparison video with the tracking differences between Perimeter Overwatch and Sector Artillery would be interesting.
I would like to add here osttruppen as an issue and their LMG upgrade.The lmg is not that great I would rather see an upgrade similar to 7th conscripts. I could instead completely remove the cover mechanism reduce their target size and maybe allow them to merge.
If PTRS should do less damage to the concrete bunker, then they must suppress the machine gun inside the bunker: it must either kill the machine gunner and the fire will cease until it is replaced by another soldier, or reduce the rate of fire and suppression of the machine gun bunker. Because for PTRS suppression of firing points and bunkers has become one of the main work after reducing their effectiveness as an anti-tank weapon.
Well, the campaign really sucks. and she sucks in all respects:
- stupid, stereotyped and frankly antihistorical (especially incredibly stupid mission in Poland)
- And rather boring missions, which are much worse than the first part and do not fit in style to the "Company of Heroes", the only mission that is really successful and in the "Company of Heroes" style is "Tiger hunting".
And I don’t understand why this happened, the developers visited the museum in St. Petersburg, it was enough to follow the history and a really interesting campaign would turn out, because the history itself wrote everything that was needed.
Take the Mtsensk mission as an example: this is a boring and not reliable mission based on a real date: October 7. We see a bunch conscripts in the snow (although there was no snow) and in vain try to stop the German troops, there are a lot of troops and we are forced to retreat, continue the defense and wait for tank reinforcements. And this could be done much better simply by taking the real history:
On October 7, more than 6,140 paratroopers of the 201st and 10th brigades of the 5th airborne corps with 8th T-37 light tank, 6th mountain guns, 10th 45mm AT guns, 8th 82mm mortars and the 33rd 50-mm mortars were delivered with 80 planes to the aerodromes of Orel and Mtsensk, some aircraft had to land under arlery and AA fire. Paratroopers held German troops until the 4th Tank Brigade.
Just taking a real history could make a very interesting and “Company of Heroes” style mission.
I mean, what did you expect? The game is six years old. Of course Relic isn't going to release anything new at this point. And releasing mod tools would require a huge effort with very little gains for them.
I'd beg to differ, making the game as balanced as possible makes it more fun to play and keeps players playing.
This is supported by the player numbers on Steam (https://steamcharts.com/app/231430) that show that the number of average players is still as high as it was three years ago, and has made a resurgence last year with the free give away without any new content dropping (besides the new commanders). The estimated total amount of active players must still be around 200.000-300.000 which is quite a huge amount for such an old title in a less popular genre.
Does it? No, for the sake of balance, the mechanics were removed, the game became more primitive: the fractions became as identical as possible to each other. As a person playing even with the Alpha test, I can say this: at the start, the game was terribly balanced but more interesting than now.