Blocked for being a brit apologist |
lol. kubel makes up for it in other ways, the real issue is that i cant transportt units so its the worst of the car units, that said its nice for early game combat, but vs teamweapons you're never gonna win head on (Same thing oculd be said for M3 but once you put in a squad and rush up you'll win) |
I will repeat that i liked the idea of making their rifles have the same penalty as SMG against suppressed squads.
Alternative: what if you remove the capability of making bunkers from them and give them barb wire?
That would solve literally zero problems is the thing, they're already suppossedly fine in teamgames (though i'll defer to aera and the other 4v4 mains, as in my experience i find them underwhelming at best) and this would just buff their teamgame potenial, while the issue is in how they perform in 1v1. which is trash because they have no way to trade unless you get atleast 3-4 advantages on your opponent which is hard because you cant magic green cover out of your ass. |
lol @ the people saying that grens should struggle because units cost more, its like ya'll forget that you don't *need* upgrades to beat them at most stages of the game, you only really start losing once they start upgrading, but at that point you'll be paying either same-ish to get an upperhand or get some other major advantage on them (5men for example=
Not like you field more than 3 grens normally anyway, so mp cost is completely worthless, you're gonna field 4-5 sections vs 3-4 grens, 3 rifles/2rifl1path/2rif/1assengie+ officers, and they bleed less and win more.
Thats not factoring penals which are actually worse yet cost on part wíth an elite unit with almost no benefits lmfao. |
Imo my vote for 'good'/passable maps is
Kholondy, Faymon, Crossroads,Rechnaya Pereprava, Ladoga, Novogrod
So those maps imo should stay (though novogrod could do with some changes and so could ladoga, kholodny while unbalanced is atleast playable with a decent enough dynamic)
Maps i dislike
Angoville, Nexus, Lost Glider, Bayeux, Crossing,
Out of these 5 i think nexus should go, so should lost glider, if Bayeux is getting changed like spanky is saying he's doing then i'm willing to give it another chance. Crossing in the woods is just bad and should also bge removed imo. Glider needs another rework probably. |
Noobs l2p, leave my advanced warfare strafe alone. |
no. |
Pios are only good with satchels (for suprise wipes) and 5men (which is basically just ++ to repair)
Mid to lategame just use them as mg42 protectors and sandbag spammers, Honestly i'd rather they just get some form of longrange firepower (same with sturmpios) as their dps is awful and their trading capabilties makes sure you're always on the losing end usually.
As with sturms you are purely relying on ambush tactics when alone, meaning you are easily pushed away, though their increased sight range is really *really* strong. |
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Well that is the biggest issue. Ostheer's power level in teamgames is excellent and Grens are fine when it's easy to back them up with 1-2 HMG 42s and Pioneers on a smaller piece of map where fights are more concentrated, or when you have a 251 or an OKW Battlegroup on the front lines for forward reinforcing. Ostheer teamgames performance is the reason why they haven't been getting any straight up buffs because it'd risk breaking the faction in those modes.
Any change has to be checked against all modes and that's where straight up Gren (or Ostheer) buffs run into a wall.
If there are going to be any changes they'd have to be smart changes that don't straight up increase the power level but rather influence things like momentum, so that they wouldn't influence the other modes as much. So for example I would think about something like adding a 150mp/15fu medics upgrade to the HQ (but keeping the medic bunker so players can choose what to invest) so that Ostheer no longer needs munitions for medics, so Grens can get their LMG 42s faster, as the upgrade really helps their early-mid game but isn't overly available right now because Ostheer needs to spend a lot of munitions on healing and tellers.
Ok this is a fair reasoning, i can't say that i agree (because anything above 2v2 shouldn't have a focus on balancing because that is a bordering on impossible task)
Regardless, to propose other solutions then, what about something like decreasing the lmg42 munitions cost or reducing manpower cost of t1 in general to allow a bit more field presence and less bleed? I don't think having more mp to field early game would break ostheer that badly in teamgames. |