Nothing to do with being a pro. You can’t say an ability is good/bad/mediocre if you haven’t used it.
I have used this ability. My anecdotal evidence has nothing to do with whether or not this ability is useful or not. Some ability getting ignored on a regular basis by the top players on the other hand is something that we can draw conclusions from. I can say with a confidence that seeing this used in a deliberate manner amongst the top players who stream or are casted is a rarity.
I stated that in its current state this ability rewards losing models. I think that we could achieve the same outcome of receiving one ore two ostruppen for the price of munitions if this ability was changed to reward good plays in form of rewarding killing enemy models.
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That’s a very long way of saying “I haven’t used it”.
I don't consider myself as a pro but thank you very much for the compliment |
The design of the new 1v1 maps feels really open and fresh. Good job! |
No, it’s on the chopping block by a bunch of people who’ve never bothered using it. How many times have you used it?
I'm pretty sure we'd see it more often in the pro games if it really was as useful as you make it out to be.
It should not reward losing models and playing "badly". It should reward playing good. Maybe change the ability to spawn ostruppen when a certain amount of enemy models has been killed during that time? Just come up with a balanced kill ratio and then explain it as "Raise in volunteer conscription rates due to rise in moral because of the victories on the front line" or something along those lines. |
The OKW has serious trouble dealing with the soviet M3. Going 2 engineers into penal and M3 is the meta against OKW. The M3 in capable hands provides a value almost too great for its price against OKW. Only viable option is to seriously outplay your opponent with infantry as getting raketten this early just means you will be run over by the penals.
The 221 could be made a useful tool against this. The issue is that in its current state the timings on 221 are way too late for being useful. Lets look at some timings for builds including the M3 and 221:
SOV:
2engineers, penal, M3 2:00
2engineers, penal, M3, Penal 3:10
sturm, 2volks, sWS, 221 2:40
Sturm, 3volks, sWS, 221 3:40
Unupgraded 221 barely wins the M3 on a good day. M3 with a penal inside wipes the floor with unupgraded 221. Both of these require investment into teching, with the added cost of required tech the cost for these light vehicles is 290Mp 30F for 221 and 350MP 25F for M3. While the soviet rifle company is being used to produce penals, the sWS in itself does not provide anything for the OKW player and is dead MP until it can be established. Also in order to get rush the 221 out in 2:40 one most float roughly 100MP in 1v1s before having enough fuel.
The upgraded version of 221 can beat the M3 with SVT penals in it leaving the 221 at half health. Only problem is, that it can take up until 5:30 to get this upgrade, which costs 100Mp and 15 fuel done. Not to mention that again in order to unlock this upgrade you are forced to burn 200MP and 25F on the T1 losing your tempo even further. So now in order to get this upgraded 221 you have invested already a whopping 590MP and 70F. That's 2 volks and few models on top that you could have been fielding for a while. For reference accumulated costs for getting luchs are 535MP and 120Fuel.
The 221 could be an effective M3 counter, without making it OP with the following changes:
-Remove the sWS construction requirement
-300MP 30fuel cost
-Deploys upgraded
With this the 221 could hit the battlefield roughly around the 2:45 mark. Completely fine for a doctrinal vehicle with a cost of 300MP and 30F that has mg34 as its main weapon. The M3 would still get almost a good minute of time to run around before bumping into 221 at worst. The new high MP cost would make sure that getting more than one of these would quickly make sure that getting something would be more worthwhile investment. After 3 minute mark every allied faction would be able to field effective countermeasures against 221: LT has the zook, penals have the PTRS and UKF can get AT or engineers. Unupgraded M20 also wins 221 without mentioning the AEC.
This would be an easy and non broken way to provide OKW with an efficient doctrinal counter to Clowncar and UC on higher levels. Please give it some thought. |
1. Lightning War doctrine
Out Tiger, a Commander should not combine doctrinal weapons upgrade super heavies and powerful off map.
I'd like to argue that G43s are not a solid buff to the infantry because grenadiers already have the option to go for lmg42s and pgren stgs are great. G43s just provide you with a possibility for a different playstyle.
I understand where you are coming with this, but I think that G43s in their current state are nowhere near as good of an infantry upgrade as the ability to lay sandbags and mines with mainline infantry from CP0. Lightning war doctrine is balanced if you compare it to the Heavy Cavalry Company. |
I am confused, you want it to outrange at guns and td,s?
AT guns with the barrage ability. |
If you want to take a position from afar, build a pzwerfer. If you need shock value then the brumbar is your choice.
I think that Brumbär should have some major advantage in AI capability over the ostwind when you take into the account that they are in different tiers. Currently they both have the same shock AI role and same weakness to AT and TD. One could argue that ostwind is even stronger option now due to AA, not being as micro intensive and it is able to flank stuff due its rotating turret.
Arguing that brummbär shouldn't be able to outrange AT with ability because pzwerfers exist is like saying Zis guns shouldn't have barrage. "If you need indirect fire then mortar is your choice." |
General ability changes:
1.G43s:
Upgrading your grenadiers with g43s should change the Rifle grenade to model 24 grenade to better fulfill their role as mobile close-mid range unit.
2.Command P4
Command p4 should be 5CP like the valentine and only require T2 teched like stug E. It currently requires the construction of either heavy panzer korps or support armor corps rendering it as a poor choice compared to the likes of ostwind and regular p4.
3.Light artillery barrage
In its current form this ability fires 4 volleys of leig fire into the area. As a result of long delay between these volleys the enemy can react to it after it late and still survive. Not reacting to a 100 muni doctrinal artillery ability before it starts should result in a guaranteed squad wipe. Halve the delay between the volleys.
Commander specific changes:
4.Lightning war:
OUT: Relief infantry.
IN: Grenadier field defences (0CP)
"Grenadiers are trained to lay down sandbags and schu mines."
- Fair and balanced.
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I believe the brumbar might need a little survivability buff, mAybe move the vet armour or hp to vet 0 ?
I would argue that rather than buffing the armour, making the brummbär more resistant to all AT, they should increase the barrage range. It is absurd that this vehicle can not fulfil the supposed role of attacking stationary positions as its vet ability has the same range as AT gun. Increasing the range of barrage by 5 and 5 more at vet 3 would up to total + 10range. This would act as a pseudobuff to the durability. This would be more balanced way to make stupa perform better in its supposed role without becoming more resistant to the allied TDs which should hardcounter this designated AI vehicle.
EDIT: I'm also here to protest grave injustice: Hull down does not increase the range of the barrage. |