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What to do with OST?

8 Mar 2020, 19:06 PM
#61
avatar of DonnieChan

Posts: 2260 | Subs: 1



In Beta the fraction was different than at release.


how exactly?
8 Mar 2020, 19:07 PM
#62
avatar of Katitof

Posts: 17885 | Subs: 8



how exactly?

Stock elephant for one...

e: Oh, that was for brits.
Well, pretty much whole doctrinal philosophy was completely flipped.

Brits had super expensive doctrinal abilities with global effects to make big pushes or defend against them, but between these they were pretty meh.
9 Mar 2020, 03:15 AM
#63
avatar of SuperHansFan

Posts: 833



When brits came out, the forum people said they are "well designed". I can still look for the threads stating this


Because compared to EFA or WFA release, UKF was a cakewalk.

Relic still didn't know how to design OKW in beta, their entire resource system was based on the trucks "linking" territories only for relic to panic and realize it doesn't work then to throw it out the window strapping them with a resource penalty instead. That was literally the week before release. Then there was the lack of MG, medium tank and every single unit had crazy OP vet. Double obers with bonus accuracy when squads retreated, stuff that made you wonder if the guy in charge was sitting there coding in full SS cosplay or if he had just never played a round of CoH in his life.

UKF release was just current Ostheer, but weaker early game and with some OP cheese late game. So most players felt it was well designed.
9 Mar 2020, 09:02 AM
#64
avatar of Sumi

Posts: 132

nah OST and every other faction except UKF is good where it is. No need to change anything. Developers can't patch the games at the whims of fanboys crying for a faction. Some factions have strong mid games like US and sovs whereas axis have strong early start games. The late games are decided totally on unit management and skill levels.
9 Mar 2020, 09:20 AM
#65
avatar of blancat

Posts: 810

jump backJump back to quoted post9 Mar 2020, 09:02 AMSumi
nah OST and every other faction except UKF is good where it is. No need to change anything. Developers can't patch the games at the whims of fanboys crying for a faction. Some factions have strong mid games like US and sovs whereas axis have strong early start games. The late games are decided totally on unit management and skill levels.



+1
9 Mar 2020, 09:36 AM
#66
avatar of mrgame2

Posts: 1794

jump backJump back to quoted post9 Mar 2020, 09:02 AMSumi
nah OST and every other faction except UKF is good where it is. No need to change anything. Developers can't patch the games at the whims of fanboys crying for a faction. Some factions have strong mid games like US and sovs whereas axis have strong early start games. The late games are decided totally on unit management and skill levels.


Yep especially ost. They have all the tools through all phases to handle every possibilities.

Ukf need a pop decrease, need to reduce cp for Churchill heavies, need to return some resources with emplacement tear down, cromwell need to be cheaper
9 Mar 2020, 18:23 PM
#67
avatar of Leo251

Posts: 311


Yep especially ost. They have all the tools through all phases to handle every possibilities.

Ukf need a pop decrease, need to reduce cp for Churchill heavies, need to return some resources with emplacement tear down, cromwell need to be cheaper


In papers, OST seems to be good. Their units have good stats. But try to play with them and combine their units. They are just BAD, and easily overwhelmed by Sovs and USF. Just try to play OST and check.
9 Mar 2020, 23:35 PM
#68
avatar of Widerstreit

Posts: 1392

jump backJump back to quoted post9 Mar 2020, 18:23 PMLeo251


In papers, OST seems to be good. Their units have good stats. But try to play with them and combine their units. They are just BAD, and easily overwhelmed by Sovs and USF. Just try to play OST and check.


It is not that they are bad, they simply need more micro than e.g. Soviets. Smaller squads, inferior allrounder, more fragile light-vehicles, AT range-handycap etc.

But they have their benefits. :P And with next patch their late-game weakpoints will be less dominant. Still some long-range ability for StuG G is missing.

Edit: But to say, since Sdkfz. 251 change Ostheer became a solide inf. fraction.

.......................

There are only 3 points I would change at the moment:

1. Give StuG G a 62,5 range ability.
- lock it to position, only rotation. (maybe reduce speed to by 50%).
- remove critical shot ability.

change its hull-down bonus, so it doesn't get extra range. It activates the range-ability and gives 20% reload boost instead.

So also hull-down for StuG G becomes useful.

2. StuG E should become a non-doc T3 unit. Ostwind into T4 and Brummbär becomes a doctrianl unit instead of StuG E.

Boost shell-speed of StuG E.

That would allow Ostheer to be used more aggressive on larger maps and Ostheer's inf would get real support versus HMGs. Also Brummbär could be buffed to become a good exclusive.

3. Optical, I don't like how Pios look. I think they should get P08 Pistols with same DPS as current. So not every units has a MP40. (maybe also give weapon-crews K98 of OKW instead).
10 Mar 2020, 01:53 AM
#69
avatar of thedarkarmadillo

Posts: 5279

Giving a cheap, full damage, durable (can bounce shots from mediums well enough and gets skirts) unit the ability to outrange every enemy unit in the game less an isu is a fucking awful idea.... You want renewed stug spam? Because that's how you get renewed stug spam...
10 Mar 2020, 02:19 AM
#70
avatar of mrgame2

Posts: 1794

jump backJump back to quoted post9 Mar 2020, 18:23 PMLeo251


In papers, OST seems to be good. Their units have good stats. But try to play with them and combine their units. They are just BAD, and easily overwhelmed by Sovs and USF. Just try to play OST and check.


I played tons of ost. The biggest solution is you need to reposition your support teams just 2 second faster than what you do now.

That's how good they can be, if you change a bit of expectation about repositioning
10 Mar 2020, 07:29 AM
#71
avatar of Widerstreit

Posts: 1392

Giving a cheap, full damage, durable (can bounce shots from mediums well enough and gets skirts) unit the ability to outrange every enemy unit in the game less an isu is a fucking awful idea.... You want renewed stug spam? Because that's how you get renewed stug spam...


I wonder what you are thinking here. Where it benefits? It will get same range as all tank-hunters while beeing immobile and having less pen. Simply the option to use it as kind of a PaK to be more immunte to arty.

Still needs 4 hits to be destroyed and will be easy to flank in mode. Can only turn slow and out of mode gets back 50 range. The only benefit: it will be more intelligent not to rush into it.

The 62,5 range is normal for not getting trolled, so it can shoot back if get hit.
10 Mar 2020, 07:32 AM
#72
avatar of mrgame2

Posts: 1794



I wonder what you are thinking here. Where it benefits? It will get same range as all tank-hunters while beeing immobile and having less pen. Simply the option to use it as kind of a PaK to be more immunte to arty.

Still needs 4 hits to be destroyed and will be easy to flank in mide. The only benefit: it will be more intelligent to


It is cheap, has high rof, comes early for the vet.
10 Mar 2020, 07:36 AM
#73
avatar of Widerstreit

Posts: 1392

jump backJump back to quoted post10 Mar 2020, 07:32 AMmrgame2


It is cheap, has high rof, comes early for the vet.


Its an argument, but not a good one. Because the mode wcomes with a larg nerf too.

Same would be for Wolverin, it has 60 range on the move. StuG G would be immobile while having worse pen.


.....

Simply give a long refresh rate to the ability, so you can't troll with it.
10 Mar 2020, 08:25 AM
#74
avatar of Aradan

Posts: 1003



Its an argument, but not a good one. Because the mode wcomes with a larg nerf too.

Same would be for Wolverin, it has 60 range on the move. StuG G would be immobile while having worse pen.


.....

Simply give a long refresh rate to the ability, so you can't troll with it.



Original balance is about every faction that something is missing.

62,5 range StuG is the same stupid idea, as 62,5 range Su-76.
10 Mar 2020, 08:26 AM
#75
avatar of mrgame2

Posts: 1794

I dont see the large nerf? It's all buff as far am im concerned. at 62.5 range, you lose nothing with 50% speed decrease...
10 Mar 2020, 09:57 AM
#76
avatar of thedarkarmadillo

Posts: 5279



I wonder what you are thinking here. Where it benefits? It will get same range as all tank-hunters while beeing immobile and having less pen. Simply the option to use it as kind of a PaK to be more immunte to arty.

Still needs 4 hits to be destroyed and will be easy to flank in mode. Can only turn slow and out of mode gets back 50 range. The only benefit: it will be more intelligent not to rush into it.

The 62,5 range is normal for not getting trolled, so it can shoot back if get hit.

Look at its price. Look at it. It's cheaper than medium Armour, which means it can match/outnumber them and we already know that if people can spam stugs they will. They are durable enough that their counterparts the su76 and m10 wouldn't stand a chance because they are not designed to have 60 range. They were designed SPECIFICALLY not to. You can't just tack on massive changes and leave everything else and expect balance to be fine. tried that with the Jackson and look how splendidly that worked out....
10 Mar 2020, 13:24 PM
#77
avatar of Deliri0us

Posts: 5

As a main ostheer top20 1vs1 player i think the issue here is the 7man con upgrade. Just put them at 6 models and give them 1 svt for example at vet3.
Ostheer relys more on combine arms but at the same time it can counter his enemys much better than okw. Why not removing the signs from the mines? That way you can use them more often.
Also improve panther acuracy on the move like okw. People never go for t4 because you can get a tyger with almost the same cost as the tec plus panther thats the issue, because de panther is to unreliable.

This is my opinion.
Glad with the changes, Pedro
10 Mar 2020, 13:48 PM
#78
avatar of Lago

Posts: 3260

UKF release was just current Ostheer, but weaker early game and with some OP cheese late game. So most players felt it was well designed.


UKF was so overpowered on release that some players still haven't let it go.
10 Mar 2020, 14:00 PM
#79
avatar of Musti

Posts: 203

After reading the forums for a bit I think the best thing to do with Ost is to remove it from the game, that would cut back like 70% of balance threads and complaining.

Then we can get rid of USF for another 20%.
10 Mar 2020, 14:15 PM
#80
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post10 Mar 2020, 14:00 PMMusti
After reading the forums for a bit I think the best thing to do with Ost is to remove it from the game, that would cut back like 70% of balance threads and complaining.

Then we can get rid of USF for another 20%.


Remove all weapons from Axis factions. This should lead to somewhat balanced win rates at about 50%, though Axis OP so they’ll win more.
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