The worst thing is that even if you pin an infantry unit, very often you lose more models/health than the pinned squad. After they retreat you must retreat as well. (It's kind of funny - you feel you're winning because a squad got into your firing arc and is pinned. But after you count the bodies it's your mg that lost more squad members or health than the pinned squad).
And my fovourite bit - people keep telling you that you should pin with an mg and use grendiers to shoot at the pinned squad. The problem is it takes ages to babysit the situation and kill any models. One grenade of the opposing team and half of your army gone. Also they forget that there will be another squad runnig somewhere near - probably coming from behind. Such tactical advice would probably be ok if mg+grenadier squad cost not much more than one rifle squad.
Anyway, my suggestion is that if any infantry comes into the mg arc, it shoud get punished severly after being there for more than 2-3 seconds. They should have 2-3 seconds to retreat, pop smoke or they would take serious damage. It could be something like a model every burst in the open even at max distance. Basically they should be forced to babysit their squads more than just get into the arc and wait until the flank happens without almost any risk.
The crux of the problem..spot on.+1.Mg42-the wehrmacht trademark unit has become a joke. |
These huge teching nerfs were imposed on ostheer like a year ago before the faction got overall nerf,but then these were not reversed..leading to current dismal situation.But as usual no one cares abt ostheer which is actually the most sane faction around -less cheese than soviet..less blob than OKW/USF and for this reason its punished with impunity. |
Ostheer infantry is miserable.Mg 42 is lacklustre.Pzgrens still hugely overpriced for performance.And grens can't stand upto Rifles or airborne or shocks.Its a humiliating situation where u are basically guaranteed to lose every meeting engagement or mobile infantry battle that doesn't involve ur enemy charging into a well prepared defense of mg 42 or grens behind green cover at range.
This long range speciality of grens is balls,because enemy can close distance with ease.The only way to actually make this long range thing work is to increase range of kar98k,so this long range mechanic can actually have some use as the enemy will take longer to close and grens can have more chance vs rifles.Soviet conscripts can also be given a concurrent range increase to keep it in balance and buff this unit in general. |
Raketenwerfer is not worth more than 200 mp in current state. |
I don't think that's the worst issue. If Ost can survive and reach PIVs and StuGs, they are usually in a good spot vs USF, but the early game teching is crippling as it's a necessity against USF. You need that early 222/Pak to help deal with the USF light vehicle rush, but at the same time, Ostheer tech (Soviets as well) gets you absolutely nothing compared to the WFA. Furthermore, you spend the most MP for no initial gain limiting the number of units you need to properly fight vs USF. That extra 120MP is pretty important in the early game, especially if you've been taking casualties on grenadier squads. That could be the difference between getting your Pak out half a minute earlier before the USF make their push into the cut-off.
Worse, Ostheer teching will always be later than the USF as the pioneers need to return to base and delays the necessary counters reaching the field at a point in the game where losing the cut-off can pretty much be a game ender as armour's going to hit the field before you can an appropriate mobile counter as the USF taking your fuel income away is crippling when they can be well on their way to a Sherman as they've had more map control over the course of the game.
Pushing the Tiger back isn't going to help the situation where Ostheer can't effectively hold onto the cut-off within the first 4-5 minutes of the game which is not aided by certain maps that make a proper defense difficult against the M-20/Rifle/and LT push as you can effectively spot them before they hit you due to the LOS blockers or there's 3-4 different angles they can hit from to help nullify MGs which is generally only a single one.
This.The manpower needed in teching and building t2 to counter us light vehicle is unaffordable when they get free lieutenant plus Op rifles vis a vis grenadiers and lame mg 42.The damp 222 can't counter the aa halftrack,the pak isn't what it used to be -aa halftrack now can get away even if ambushed ,going shrecks on pzgrens means no lmgs.And tiger is still more efficient than panther teching.Ostheer teching is main reason of its weakness. |
Nerf Obers-good joke.What is OKW going to do vs shocks and rifle/airborne inf hordes.Already ostheer inf can't do much.Ober is last axis elite inf worth the name-fallschirm are joke -overpriced just for surprise entry. |
The 222 is supposed to be Ostheer's counter to light vehicles but it doesn't very effectively counter USF light vehicles. It's okay against the M20, but can definitely lose against it.
No one bothers with it by and large,unless there are sov snipers on the field.Its crap for its teching cost.Can't counter allied light vehicles which is main purpose of t2 ,wehrmacht further deprived of mobility as a faction due to this and forced into turtle mode-already long range grens and mg 42s don't promote any aggression.Then pak nerf- wehrmacht purposedly hobbled to be a punching bag hoping to survive,this was not the case in coh 1 where if u got vet 2 grens by upgrade u could hold ur own and even attack. |
I'm enjoying..finally rifle blobbers getting a taste of their own medicine.As an ostheer player its nice to see some of these very spam blobbers now complaining about blobbing. |
I would like to think that there is a consensus that the r43 gets changed so its more reliable if a panzerschreck nerf is incorporated...
And about ostheer?Pzgrens get further nerf.. |
Since the cover system has been changed all HMG squads suffer from an increased vulnerability to explsosives (especially grenades).
I mean, where's the point of using an HMG if the suppressed squad just throws a nade and wipes the entire squad?
Add this fact to the MG42's long set-up time, unreliable suppression and its small squad and you got the answer.
Suppressed squads shouldn't be able to throw grenades (except smoke?)IMO. That would solve the problem.
Exactly,i was having trouble pinpointing the issue..but this what is happening most of the time. |