Entertaining to say the least! However, I do feel rather confused with the Wermacht player leaving two LMG42 Grenadiers in the corner of the map guarding one point. Was it on purpose, or did he simply forget about their existence?
Another issue I felt was puzzling was Dr.destynova's several attempts to take abandoned heavy weapons. Sure, it is usually a good idea, but not when he sacrificed even his last Volksgrenadiers for it. By the end of the game he has three weapon crews and they did not contribute much to the threat of the armor horde from the allies. If he had his VG, he would at least have the scouting units he needed so his tanks and AT have a target to hit. |
Hi, I've been paying attention to the Osstruppen Doctrine and I wish to know more about them in detail.
I've visited the COH2 stats page, but the information is a bit too technical for me to understand. I am aware that their damage seems to be nearly half of most T1 infantry.
This might seem to be asking for too much from the community, but I really wish some could lay out the information in a way that is more easily understandable.
What is the raw damage they deal when hitting a target? I would prefer it not be DPS.
What is their accuracy when not behind cover? When behind cover?
How long is their reinforcing time?
What are the damage of other T1 infantry? This includes Conscripts, Grenadiers, VolksGrenadiers and Riflemen.
A big thank you beforehand! |
From the answers I've received, I think it's safe to assume that it is generally not uncommon for Osttruppen to survive late into the game. My question was with their capabilities aside, whether or not they could survive long-term, which most seem to somewhat agree to an extent.
If I had to give my thoughts on Osttruppen, I'd have to say I never regarded Osttruppen as "reliable" most of the time. They are handy early game solely for good fodder for scouting and capping points. I generally go for the more defensive tactics when using Osttruppen (and I play multi-player games), digging up bunkers in the back to avoid infantry flank while propping MG and mortars in the middle to cover any other infantry assault. Osttruppen are allllll (note the extra l) the way in the front, to provide sight for the weapon crews. In the AT department, I am often torn between going heavy infantry play, as in Shrecks PG (which will eventually die and provide a nice upgrade to the surviving Osttruppen) that are easily punished by artillery, or Pak40 plus Stug III which seems only viable when I'm holding a good advantage over the enemy.
On reinforcement methods, I'm also tied between a cheaper and faster command center, or a 251 halftrack. If I use a command center, I don't have the mobility (though digging very deep defenses usually mean I don't need to move all that much) but I can save the fuel of T2 and rush T3 for lovely Stugs or even T4 for the lulz. However, I usually get brutally reminded that Ostheer T2 is just too good to miss and end up using 251, since I will get both decent AT options (PG or Pak40).
That's the brief version of my thoughts on my Osttruppen playstyle. I'd love to hear from some more experienced players who can give me a much more aggressive playstyle. |
Dude im not being funny but you suck at the game....... You are nowhere near my skill level and have no clue, saying cons are as much fodder as the above shows how bad you are :\ Rifles rape everything but sturms early game and even then rape them at range.
Now ive read the rest of your post shows you have no clue about the game, please stop posting in threads that you have no idea what youre talking about!!! People will just laugh at you, osttruppen are pointless and are worse than cons, they have no DPS at all.
Now less trolling please and go get some skill..............
As again you have demonstrated that you lack the ability to understand my post. I suggested that Conscripts should act as fodder, not that they do so in the game. The game portrayed them as expendable men, so my suggestion was merely using that idea to enhance Soviet early infantry.
Regardless, your ad hominem is duly noted. |
TBH grens are the worst units in the game, they only become decent when upgraded to LMGs and thats 60 ammo
A blob of them with a halftrack can do well but they are nothing special and late game shocks/brownings rape them so easy.
Dunno what the point of this thread is lol?
As my topic has pointed out: "Just asking".
Strummingbird has shown capabilities of answering questions asked.
I remember you posting a long answer in my other thread about a Soviet guide when I submitted a suggestion to change Soviet early Conscript reinforcement choices. Either you lack the ability to understand my posts, or you are implying that I'm new to this game, which I assure you I am probably not. |
Hi all, I've been messing about with Osttruppen squads for quite a while, and I've noticed due to Osttruppen squads being very sturdy units, they often survive into very late game, gaining vets and often picking up loots from dead allies or enemies. I would find that in 30-40 minutes into the game I would have at least one vet 3 Osttruppen with 1-2 special weapons (US drops a lot of Bars and Zooks, while my unfortunate P-Grenadiers keep dropping their shrecks). I wouldn't call them super soldiers, but their performance is very reliable at that point, outdoing non-vets of higher tier with their accuracy buff behind covers.
Is this common? I always felt it was very difficult for these guys to die completely unless you leave them in danger for a really really (and really) long time. |
I've seen a few threads not just on this forum, but elsewhere about how Soviet early game seems to heavily rely on Maxim push, which in my opinion (I played a few games as Soviets) is rather boring. Regardless of how it is effective and safe, the Maxim rush is something that is viewed as a nuisance by Axis players. Maxim push is infamous for the fast rotation and set up, meaning it can suppress enemy units effectively without the need to prepare set-up. Suppression in early skirmishes usually spell out a immediate retreat, as there are not enough infantry to flank, and armor is still rare to have. Early retreat means the Maxim will grab points and start the game at a disadvantage to Axis players.
The multiplayer of CoH2 seems to make the Soviet look like the Axis force in the single player, having Axis infantry always running into machine guns, not the other way around. I feel this is caused by the fact that maybe Maxim is too effective (I'm sure other folks have pointed this out), as well as the fact that other Soviet early infantry is simply not as effective. On regards, I started thinking about a simple fact that makes the "true" Soviet infantry shine.
Conscripts! They are supposed to be the numerous brave souls that stand in the front lines of war. The reason I feel they are viewed ineffective in this game is the fact they don't act the way they should be. Cheap infantry, portrayed in the game as a rushing horde of men, crying at the top of their lungs as they force themselves against enemies. Now, we don't lack much in the department of running-at-your-enemies, but we certainly don't have hordes.
This is my proposition: More options of reinforcement
Currently, the only two methods of reinforcement for the Conscripts are retreating to base or waiting for a M5, both taking much too long to emphasize the horde of men that Soviet Conscripts represent. I've always scratched my head about how Soviet engineers apparently can't build bunkers or forward outposts of any sort. Having something of this sort would be one of the ways to alleviate the Soviet pains of limited reinforcement methods. Other than that, I was also thinking of making one particular vehicle that can show up early with limited combat capabilities to reinforce conscripts (similar to the US ambulence, just limited to only providing for Conscript reinforcement). M3 might be one, but that would make Con+M3 a OP combo.
With this change, the nerf to Maxim would still make Soviet early game strong, while also emphasizing the massive amount of Conscripts that Soviet army used during the war.
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I find this truly something that I can look forward.
It sounds like a lot of work, but I trust this is definitely a right step. |
Yes, Eight individuals who decided to be stupid apparently represents the whole 1.3 billion population. Yes, I took the bait. |
Though I have heard related reasons for why it would be unbalanced for all faction to be able to build particular defensive preparations, I still feel it simply feels out of place for the game to exclude certain factions of the most basic defensive preparations such as sandbags and bunkers.
I trust that Pioneers that can build an entire bunker that includes sandbags in it. "Avan, you know we can just stop applying the two-by-fours and just pile sandbags."
The other way around, I think men who can set down mines, fix vehicles of any sort as well as prepare barbed wires should be able to build a bunker. "Hell, we've seen enough bunkers when we burned them, how hard can it be to make one?"
Sometimes, being too similar to the real thing can be bad, such as a certain rocket truck. But I feel these small, maybe not even authentic, common sense elements should be included. How game-breaking can it get? |