The claim that CoH cannot handle big battles is just false. I'm not sure where that idea came from. Also when you have a lot of squads to spare, that's when you can afford to flank for more dynamic play. The idea of the Zerg thing is to have so many of these guys come from like 5 directions at once and flank the MGs. If this were implemented, it would only effect late game anyways.
Its wierd that the same people complain that Soviets dont have anything to ballance med bunkers, and they complain that Sturmovie are to effective vs German med bunker strategy at the same time.
[CoH:EF-Dev]Walki: BULLSHIT[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now[CoH:EF-Dev]Rizz: ok[CoH:EF-Dev]Rizz: I'll hold you to it<10 minutes later>[CoH:EF-Dev]Walki: I think I really gotta eat a tree...[CoH:EF-Dev]Walki: got a decent one?
OSTHEER IS DONE WHEN IT'S DONE!
I've noticed from watching a number of the latest replays that the molotovs are very destructive.consider the PE equivalent has half the throwing range and a muni cost for each use. Soviet molotovs have a one time fairly cheap cost, 50 muni isn't going to hurt the soviet player as much as other factions. 20 fuel does hurt a little.It seems like the ultimate way for conscripts to force retreat on MG teams. Also given that the molotovs are available once unlocked to a variety of soviet units paired with no cost for each use. I would recommend a rethink into how they're implemented, be it a higher one-time cost or pay-per use they're available very early on to a large number of units, and more destructive than frags imho (if you take into account large throwing range).