I wouldn't remove Ram, but I'd rework it. T-34 ram should stun the enemy vehicle, possibly with a very small chance to immobilize. The stun on the enemy could be 8 seconds, while only 3 or 4 for the T-34 (the crew should anticipate the impact). The T-34 itself will only suffer a chip of damage from the maneuver. Ramming weak light vehicles should have a chance to 'out of control' or 'abandon' them. |
Regarding point #2, if you're gonna be that picky then you're gonna have a bad time with CoH / CoH2.
By that logic, the StG 44's should be doctrinal and Panzergrenadiers would be the same as Grenadiers, with the distinction only made based on whether you built Tanks or not.
And don't think too hard about the Soviets, or you'll notice the Red Army has no regular Soldiers, just Conscripts, Penals, and Elites. |
Snipers on both sides are gambling and with more skill, more reward.
Soviet Sniper isn't gambling. It has 1 armour and 40HP. The Ost Sniper has 2 armour and 40HP. The Ost Sniper is gambling because a dice roll decides every single bullet. Ost Sniper has a 50% chance to deflect most bullets, this means the dice-roll can work in or against your favour. You might fight an Ost Sniper that kills 4+ Conscripts at close range, forcing you to retreat. Or you might have an Ost Sniper who is killed instantly by one rifle volley from an Engineer Squad.
If the Ost Sniper had 1 armour and 80 health, the only change that would come would be consistency. The first rifle volley would be much less likely to be lethal, and the CQB Sniper near-wiping a Conscript Squad would be unheard of. The only side-effect is he'll gain resistance to flames and explosions, which would put him at average resistance with every other unit in the game except Sov Sniper and Osttruppen. |
I agree with a cost reduction for Assault Grenadiers, they're good but they're not great. They're above average at fighting Infantry, but it comes at the cost of completely lacking AT support, not even a Faustpatrone to scare clown cars!
Side-note, why didn't they call them Sturmgrenadiers? It's better in every way. |
Except super one hitting random critical headshots....
Those don't exist, see above.
Funny enough, they DID exist in vCoH for the longest time. The Luger used by the PaK crewman had a random 'headshot' crit that would insta-kill any infantryman it hit regardless of health. It was removed some time after OF came out. |
Actually, it makes perfect sense they cost more then scripts.
Penal battalions are made of experienced officers after all, they know how to handle themselves.
Penal companies are made of the lesser troops.
What however doesn't make sense is why they have such a high price for such a low efficiency compared to literally any other 360 unit and even some 240 ones.
This has been a source of confusion for me for awhile, so just to clarify;
Penal Battalion =/= Shtrafniki? |
map is the same as in a mission when you must act like real communist and burn homes with civilians inside and your own comrades!
I didn't even realise that, and I just played that level an hour ago.
Amazing what changing the Camera POV can do. Huh. |
Yes they will get the Squad's veterancy bonuses and weapons but their model stats won't change. For example, merging Vet 0 Conscripts with Vet 3 Conscripts will make them as effective as the other Vet 3 Squadmembers, and merging them with Shock Troops will give them PPSh's and whatever Veterancy the Shocks have, but they will NOT get the 2.25 base armour that Shock models have.
It is important to note that as said above, Veterancy is squad based. So to answer your question, merging the last members of a Vet Conscript squad into a non-vetted Squad will not give the non-vetted squad any bonuses. |
Just a quick question. I see that some units have decreased cool down effect. How does it work? Cool down on what?
All weapons in the game have a 'cooldown', this is the time after a shot or burst before they prepare for the next one. Lower cooldown means the time between shots or bursts is decreased, resulting in overall higher DPS. |
I was being entirely serious. It'd be cool having an American themed commander, and what better way than to reprise some of the popular units from vcoh.
Funny enough, I looked into some of the unit differences between CoH1 and 2. Turns out if you ported an American Riflesquad over with no changes, they'd be roughly on-par with Osttruppen, if not slightly better. CoH1 had variable health values while CoH2's are all at 80 except for Sniper Squads (40) and Osttruppen (48). Riflemen were at 55. |