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PE medics is the bergertiger.
PE is a faction that is more useful the more micro you have. If you think it needs HMG teams and what not then you are playing them very badly. PE is OP at high skill levels as you get so much more value from each unit with every point of increase in skill.
The MG scout car somehat fills this role. It's lockdown ability slightly increases the resoure gain in that sector. The car cost zero fuel to build, much like a machinegun team.
About this... The Panzer Elite is a faction with a lot of anti infantry killing power, due to having great starting infantry. Giving them easy access to a machine gun would have broken the balance.
That being said, you can still create suppression with the Panzer Elite: Panzer Grenadiers equipped with G 43s can deliver Volley Fire, which quickly slows down the targeted enemy squad, for the cost of 20 munitions. Especially vulnerable squads, like Engineers with Flamethrowers (which received extra suppression) are pinned almost instantly.
However, by reading that paragraph I really get the idea that would be more confortable playing the Wehrmacht, a traditional defensive faction (until late game, that is) Panzer Elite is also not recommended for beginners because while their vehicles are powerful, they are also fragile to compensate, and require *a lot* of micromanagement to simply keep them alive (and that is not considering the pathfinding of the halftrack screwing you over)
Compare, for example, the SdKfz 250 Infantry Halftrack with the SdKfz 251 Halftrack of the Wehrmacht: the latter is much more resilient, and can shrug off most small arms fire, while the former quickly melts under focus fire from a couple of Riflemen.
To counter tanks, build Marders, but keep them back, let the tanks engage Panzer IV while you flank with the marders or blast them from a safe distance.
If you went Tank Destroyer doctrine, you will eat tanks for breakfast with Hetzers and eventually a combination of The Jagdpanther and panthers.
Tankbuster infantry in halftracks can flank tanks but are fragile so keep an eye on them, they are good at chasing down injured tanks though. Full defense vetted halftrack with offensive vetted tankbusters can quickly dispose a single vehicle.
I think this is one of the hardest factions to play, but now that i know the tactics im better playing with them, thanks everyone for the help.
PE were MASSIVELY nerfed in the final 'patch' just prior to the release of DLC cash cow COH2. Faction for faction, I can confirm as someone who has played all factions from the original release of the game, the OF and then TOV add-ons that they are NOW extremely hard to play in 1v1, exacerbated by the current map rotation almost all US favouring maps.
Touching upon a couple of your points and the silly unformed and unhelpful comments made by others.
PE never needed high defensiveness as a prime characteristic when they were once a faction which could be used offensively effectively right from the start, and were originally meant to play that way to make them different from Wehr. No longer since the nerf.
Toughest infantry in the game? Now that's funny, really funny. Ancient history. They used to be very resilient, but now they are made of paper mache. FRAGILE AF. Vs 50 muni flamer upgraded 140MP 3 man US engineers anyone? Exacerbating that, just 3 men in opening and early game who fall like flies even to even ungraded 140MP engineers if they don't have G43s.. In nearly every situation vs US engineers or rifles, PE PGs have to retreat, or be annihilated. Once they get G43s at a whopping 50muni apiece, they are far more effective vs BAR unupgraded riflemen, but ONLY AT RANGE and from behind green cover, but still suffer from numerical inferiority when rifles are blobbed as they do. Blob PE and a cheap OP US blast grenade will wipe out squads at a time, literally.
PG build very slowly, and are the most expensive inf to reinforce in the game. If you lose a whole 3 man squad, done very easily, then ..well you can figure out the early disadvantageous odds yourself.
Capping, well you already know about this. 1/2 cap -and decap, rate until upgrading at significant cost from an entirely different building from needed for 4 man squad upgrade, Ridiculous repair rate until buying that too. Can't rely upon the Ket or Schwim who can't even shoot back at engineers. And building more than one on most maps. GL with that that's a slow second squad hitting the field vs 2 engies and at least a rifle.
With the MEGA NERF to PE vehicles health and firepower rendering them uberfragile among their so many other deficits already intrinsic, slow repair should have been 'patched' too, as in totally removed. And don't give me that doctrinal "but if you go Lufwaffe" requirement nonsense. The MG HT which was once the backbone of early PE PG support in offence & defence is now completely redundant, obsoleted by the nerfs to its health, suppression and killing power. Formula to lose if you build them. Multiple fragile ACs are a high risk rush strat very micro and if you observe of the players who use it, Luftwaffe doctrinal repair dependent. I'd rather play Wehr than Luftwaffe. I just don't enjoy the doctrine.
The immobilisation or breakdown bug applicable to all German vehicles Wehr and PE is just ridiculous as are US sticky bomb -homing insta crippling missiles permitting everything and anything else to finish off any vehicle. Devastating to PE whose Panthers have no anti-inf defence, not even an MG until vetted. No not even a Nahverteidigungswaffe unlike that ridiculously OP canister of the Brit Stuart. Speaking of canister OP, I chased down as fast as they ran so that I once wiped out a retreated blob of 7 whole PG squads with a single canister shot from a single Stuart just as they arrived back at base (on Beau Lowlands) and their retreat protected icon lifted but before they could move or disperse. I have a screenshot of it somewhere. Balanced? LOL.
Even the Hetzer copped it in the nerf. Once it could stand its own well vs US inf if kiting it microed well. No longer. And against Brit PIATS now with their uberbuff and always soft top hitting power? Just don't. You'll need at least Panthers vs PIATed 'Roos escorted by perpetually suppressing '16 shots from a Panther 75LL to kill' (that's hyperbole but not far off) bugged uberStags. TD doctrine has been rendered tantamount to useless vs Brits unless they are an sim city type for the double 'shrecks. But they are a double edged sword (dropped 'schrecks) and AT magnetic mines work just as well if not better as you have the muni.
PE used to be fun to play, But now, I'd rather chew off my own arm and club myself to death with it finding that less masochistic than PE versing Americans.
I find them useful in 2v2 or 3v3 where burgetiger can repair dead vehicles, like bringing dead tiger up or something. Other than that, there are still good players who are at the high level of gameplay which means the faction is still OK to play but not as great.