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30 Aug 2020, 22:23 PM
#221
avatar of mr.matrix300

Posts: 518

. You are looking at the trees and missing the forest. I understand that penals might be beating obers right now, and the exact numbers are not necessarily important. Both fighting in neg cover both removes obers advantage of small target sizes AND plays up penals advantages of larger squad size meaning more health and more shots.


My Tests were conducted in neutral cover, as the map i choose had literally no negative cover ( even the roads were neutral ) and I didn't wanna restart again.
30 Aug 2020, 22:36 PM
#222
avatar of Vipper

Posts: 13476 | Subs: 1

. You are looking at the trees and missing the forest...

Not really.

I have simply provided the numbers that might explain why Hannibal's claim that
"The normal KarJ of an Obersoldat is about equal to a vet3 Penal SVT" might be misleading.

PTRS DPS at vet should probably not be ignored.
31 Aug 2020, 00:00 AM
#223
avatar of Sp33dSnake

Posts: 149

340 MP, 4 man squad that's locked at a minimum of 400 MP, 85 fuel specifically intended for pure AI, when it hits the field with upgraded MG34's (Which cost another 100MP and 60 fuel, cannot do the job it was intended to do against an AT squad.

Obers hit the field against shock troops, and cannot drop enough units against shocks who can literally walk up to Obers, under red cover, and decimate them at optimal range with the quick nade, even under green cover.

I've said it repeatedly now: Obers come way too late to do enough good to be efficient to their cost. If they came out in similar timing as Fallschirmjagers, then they can have an opportunity to vet and live up to their reputation as terminators. You'd still have to micro the heck out of them, but that timing will still force them against vetted infantry with a single BAR at the point.
31 Aug 2020, 00:20 AM
#224
avatar of Vipper

Posts: 13476 | Subs: 1

... Obers come way too late to do enough good to be efficient to their cost. ...

Probably it is the other way round.

Other powerful units/upgrade come to early...
31 Aug 2020, 01:36 AM
#225
avatar of LoopDloop

Posts: 3053

340 MP, 4 man squad that's locked at a minimum of 400 MP, 85 fuel specifically intended for pure AI, when it hits the field with upgraded MG34's (Which cost another 100MP and 60 fuel, cannot do the job it was intended to do against an AT squad.

Obers hit the field against shock troops, and cannot drop enough units against shocks who can literally walk up to Obers, under red cover, and decimate them at optimal range with the quick nade, even under green cover.

I've said it repeatedly now: Obers come way too late to do enough good to be efficient to their cost. If they came out in similar timing as Fallschirmjagers, then they can have an opportunity to vet and live up to their reputation as terminators. You'd still have to micro the heck out of them, but that timing will still force them against vetted infantry with a single BAR at the point.

I made 1 ober squad today in a 1v1 and it did like 4600 damage according to postgame stats. Now, postgame stats are kind of wonky, but it's worth noting that that was like half the damage that all 4 of my volks did over the entire game, so it kind of put in work. The frangible smoke is also really useful against shocks and other SMG units trying to close with them. I understand they're not the best elite infantry in the game, but it's also worth noting they're the only nondoc one.

I seriously doubt obers are losing to PTRS penals in an even scenario though. If you're at close range then yeah the penals might win, but ostruppen will probably beat shock troops at max range too. Also red vs. red should not be happening; it's always always worth moving off of red cover even if you lose a little shooting time unless you have a serious DPS advantage at whatever range you're at (like say LMG obers vs. shocks at max or something).
31 Aug 2020, 02:00 AM
#226
avatar of mr.matrix300

Posts: 518


I've said it repeatedly now: Obers come way too late to do enough good to be efficient to their cost.


I think something about Obers timing should be changed. You can get them now, before the Flak Upgrade on Schwere, but the thing is that noone does this as Obers without MG 34 are not really that good ( they can't even deal with Penals reliably on any range when the penals are Vet 1, which is a joke imo considering penals cost 40 MP less, come earlier, cost 1 Pop Cap less and cost 13 MP less to reinforce ) , so there is no real point.

My proposal would be slightly buffing / fxing pre Flak Upgrade Obers. Make the Schwere setup 10 Fuel cheaper and the Flak upgrade 10 fuel more expensive and also change vanilla Obers a bit. I have some ideas regarding how this change to vanilla obers could look like, although I think that some of them would not work ( is it possible to increase the price of a unit after tech up ? ) . The one which could work and would probably not be broken would be to give them the ability " Fast fire " Which would would be free and would make their K98s shoot faster for like 15 seconds ( cooldown should be like 40 seconds ) . Maybe even make this ability replace the somewhat useless "Suppression fire"
31 Aug 2020, 02:08 AM
#227
avatar of mr.matrix300

Posts: 518


I understand they're not the best elite infantry in the game, but it's also worth noting they're the only nondoc one.


What defines a elite infantry ? In my opinion Vet 3 5 men sections with double Bren are elite too ( after all they also can take on Vet 5 Obers on max range ( not complaining here, just stating this )
31 Aug 2020, 02:24 AM
#228
avatar of Sp33dSnake

Posts: 149



What defines a elite infantry ? In my opinion Vet 3 5 men sections with double Bren are elite too ( after all they also can take on Vet 5 Obers on max range ( not complaining here, just stating this )


I consider an elite infantry unit a pure anti-infantry unit.

Shock Troops, Obers, Rangers, etc.

31 Aug 2020, 03:33 AM
#229
avatar of mr.matrix300

Posts: 518



I consider an elite infantry unit a pure anti-infantry unit.

Shock Troops, Obers, Rangers, etc.



Idk. Is this really the criteria? Fallschirmjagers once had Panzerfaust and Sections are pretty much AI only too ( never saw PIATs on them )
31 Aug 2020, 05:15 AM
#230
avatar of Unit G17

Posts: 498

I thought elite infantry by definition is a unit that can walk fire with LMGs. So Obers, Airborne Guards, Paratroopers, Rangers (even tho they almost never get lmgs) and Commandos (sort of, limited to bren lmgs only).
The rest are called anti infantry specialists.
31 Aug 2020, 05:35 AM
#231
avatar of achpawel

Posts: 1351

Maybe obers should have some close range upgrade too. Like U could choose which one U prefer. I'd also consider adding a fifth man to them tbh (maybe after all trucks are set up). It would make them more durable - mg42 is just for one guy anyway so dps wise they wouldn't get that much more with one more model (it would cost extra 40mp for the squad too). If some close range weapon was given to them also 2 models could get it so that they don't become too godly.
31 Aug 2020, 05:48 AM
#232
avatar of mr.matrix300

Posts: 518

I thought elite infantry by definition is a unit that can walk fire with LMGs. So Obers, Airborne Guards, Paratroopers, Rangers (even tho they almost never get lmgs) and Commandos (sort of, limited to bren lmgs only).
The rest are called anti infantry specialists.


Yeah. I think that's the criteria. Completely forgot about this ability for a moment

Maybe obers should have some close range upgrade too. Like U could choose which one U prefer. I'd also consider adding a fifth man to them tbh (maybe after all trucks are set up). It would make them more durable - mg42 is just for one guy anyway so dps wise they wouldn't get that much more with one more model (it would cost extra 40mp for the squad too). If some close range weapon was given to them also 2 models could get it so that they don't become too godly.


Idk about this. A close range upgrade to Obers would feel just wrong imo. Also they get sonic sprint at ... Vet 3 or 4 (?) so I think it might be too good.

Adding a 5th man would be too good in my opinion too. I feel like you missed the important point, that one additional man not only gives some more DPS with his K98, but also gets the M34 handed over once the other 4 models are dead , which not only increases the survivability but also adds to the total damage one unit can deal until having to retreat
31 Aug 2020, 05:54 AM
#233
avatar of achpawel

Posts: 1351


Adding a 5th man would be too good in my opinion too. I feel like you missed the important point, that one additional man not only gives some more DPS with his K98, but also gets the M34 handed over once the other 4 models are dead , which not only increases the survivability but also adds to the total damage one unit can deal until having to retreat

I agree it is risky. I remember about handing over mg42. But for God's sake shocks have six men and pay nothing for the upgrades. If you research the last tech, pay for upgrades, maybe it makes sense to field a unit that won't die to a few HE sherman/pak howie shots. It would still be fewer than 6 or 7 men. It would be similar to paras. IMO it should be tested and applied even if some kar damage had to be taken away to even it out. Think also about how much mp they lose to mines because they are 4 men.
MMX
31 Aug 2020, 06:28 AM
#234
avatar of MMX

Posts: 999 | Subs: 1



I suppose someone could maybe program a tool which lets certain units fight each other like a hundred times and then writes down the outcome. This would give a pretty accurate result.



just saw this and i gotta say, if you think such a project would be feasable for you to code and you're willing to put the time and effort required into this - by all means go for it!
while there are a handful of tools covering other areas, e.g. tank vs tank or tank vs infantry combat already, i think no one has really touched inf vs inf fights as of yet. a simulation - even if very crude - that could reliably approximate the outcome of a large set of identical matchups would be immensely helpful and surely much appreciated by the community.
31 Aug 2020, 08:03 AM
#235
avatar of SgtJonson

Posts: 143

Obers can be very strong, but i depends much on how they are used. since they cant damage vehicles and are very expensive i feel like lowering the vet requirements would be a nice approach without overbuffing their damage
31 Aug 2020, 09:11 AM
#236
avatar of mr.matrix300

Posts: 518

jump backJump back to quoted post31 Aug 2020, 06:28 AMMMX


just saw this and i gotta say, if you think such a project would be feasable for you to code and you're willing to put the time and effort required into this - by all means go for it!
while there are a handful of tools covering other areas, e.g. tank vs tank or tank vs infantry combat already, i think no one has really touched inf vs inf fights as of yet. a simulation - even if very crude - that could reliably approximate the outcome of a large set of identical matchups would be immensely helpful and surely much appreciated by the community.


Just quickly threw together a small prototype and I gotta say that this whole thing isn't working as smoothly as I expected it to work. There are many minor things that prove to be problems ( for instance I thought that I could set sandbags to "Invulnerable" and make them even immune to the cheat mod command " Kill unit " . But unfortunately this is not the case )

Anyways, here is a Video of the program in action ( someone with modding skills could probably create something much better, this is just as far as I can get )

https://youtu.be/j6COqFlwiXk ( set the speed to 2x , is works slow as garden )

( Btw. Penals won 5 out of 6 times ( could not do more , got bugsplattet )
1 Sep 2020, 00:55 AM
#237
avatar of dk828315

Posts: 88

Make Obers start with 2x (maybe 4x?) G43, then they are decent.
1 Sep 2020, 02:33 AM
#238
avatar of Spoof

Posts: 449

Maybe obers should have some close range upgrade too. Like U could choose which one U prefer. I'd also consider adding a fifth man to them tbh (maybe after all trucks are set up). It would make them more durable - mg42 is just for one guy anyway so dps wise they wouldn't get that much more with one more model (it would cost extra 40mp for the squad too). If some close range weapon was given to them also 2 models could get it so that they don't become too godly.

IR stgs.
1 Sep 2020, 14:45 PM
#239
avatar of thedarkarmadillo

Posts: 5279



My Tests were conducted in neutral cover, as the map i choose had literally no negative cover ( even the roads were neutral ) and I didn't wanna restart again.
.. Coulds sworn I read neg cover. My bad then.

jump backJump back to quoted post30 Aug 2020, 22:36 PMVipper

Not really.

I have simply provided the numbers that might explain why Hannibal's claim that
"The normal KarJ of an Obersoldat is about equal to a vet3 Penal SVT" might be misleading.

PTRS DPS at vet should probably not be ignored.

My assessment was built on a misread so I apologize.

To people suggesting a 5th man... That would require an entire rework of the unit and both upgrades. Slapping on an extra model is not simple and it's why ukf is such a shit show. Adding a man changes the fabric of balance for the unit and even cons who are SUPPOSED to be numerous have had difficulty in being balanced and yall wanna do it with a unit that is already a monster in AI with the best concentration of fire power around?
1 Sep 2020, 14:57 PM
#240
avatar of Vipper

Posts: 13476 | Subs: 1


My assessment was built on a misread so I apologize.
.

Nothing to forgive it happens :) and I am sure you intentions where good.
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