I did a some testing and was surprised by the results. When testing how long it took for a Soviet mortar to kill a gren squad (240 mp) in a building versus a OST mortar to kill a con squad (also 240 mp) in a building, they were even after multiple rounds. I didn't check green cover or on the move but suspect that neither is very good when firing at a moving target or at troops in green cover.
Note that this means the OST is killing 1.5x the number of models but it's still somewhat balanced as the reinforcement cost is about 1.5x for OST vs Soviet.
Precision strike vs counter battery and longer range is a tougher call. Precision strike from the Soviet mortar often wipes the OST mortar team so even after it recrews, it's back to no vet and can't counter battery.
In 3v3 and 4v4, I think the larger rate of fire helps the OST motor be a little better due to more infantry targets in closer proximity.
The 120 is still pretty good. It doesn't squadwipe as often (including precision shot which always seemed to wipe squads in trenches and other green cover) but it still sometimes wipes squads. It costs nearly double the OST mortar but that is probably a fair cost.
In all, the mortars are probably balanced but it still feels like the standard Soviet one often underperforms unless it gets vet 1 fast. I'll still often get one just to use the smoke ability. |
Beemer, Moo, try for 3v3 rank? |
Well, he talked about how much do u need to spend resources to get IS-2 and Tiger II on field. This is kinda unfair change IMO, Soviets can deal with KT, USF cant. So they just created a new problem to solve one. reverse KT to old state, buff USF AT and buff zooks(!) and give them a jumbo. Obers: leave them like this but make 380 mp, and if they nerfed mg 34 they should nerf m1919 but just for rifles, they should leave m1919 for paras as is.
Buff pzgrens for ostheer, so they can take a hit and teching should be little cheaper with buffing panzerwerfer, and bum. U got alot better balance situation. Still IMO
I've got an old replay of a vet 5 KT. It took something like 10 tanks to kill it, and we still lost more than they did.
http://www.coh2.org/replay/32121/tab-vs-grossdeutschland
You do have a point about how balancing is done. It would simpler and probably better to buff the counters to a unit than to do both a buff/nerf. Then the problem would get done to simpler questions like what will counter a JagdTiger?
All in all, this seems like a good patch. |
Here's the thing though, if your opponent has enough fuel to call in 2 or 3 is2s once they have 11 cp and you havent punished them for doing infantry only play you kind of deserve to lose. The only fuel purchase I mentioned with the jp4. You don't even need to get it to have good supporting at, and if they're not teching you don't need it at all, you can just rely on shrek raketen and mines. If you get the jp4 though it significantly helps in dealing with enemy armor and stalling the game to get your units more vet and grind it out for the kt.
+1
I play a lot of 3v3 & 4v4 randoms. The most frustrating games are when teammates think that they can spam conscripts until they get IS2's, then get completely wrecked by PIV's, ostwinds, and luchs. The IS2 hits the field about the time that they're getting base-pinned.
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Nothing wrong, but since it's a game, to be fair units should be measured up to their price, and it's not when it has the same armor as IS2 but almost twice as expensive
So 720/260 is almost twice as much as 640/230? If you want to throw in BS like adding up the truck costs, then you should also add in what the soviet player would have to buy to get the same utility (field hospital upgrade, roughly 2 CE's to repair as fast as a truck, at least two AA halftracks to simulate the Panzer Schwerer), and every allied player should be able to make a FHQ that is both repairable and stronger than any ambient building.
The OKW gets those abilities without losing popcap, while the Soviet gets only the healing without losing popcap and the USF doesn't even get that.
The KT does have 50% more damage (240vs160), 25% more health (1280vs1040), and two additional levels of veterancy for ~10% more cost, plus it is non-doctrinal. |
Here's one i did last week.

Icing on the cake!
Hilarious how the one model that escaped the crush was shot by the turret that had rotated backwards. |
TAB vs BR, lots of smaller tank battles, several minutes of mayhem starting at 53 minutes in a battle involving around 20 tanks plus AT guns (starting when we thought we were going to ambush two Panthers, which turned out to be two panthers, a Jagdpanzer, a KingTinger and a JagTiger, later backed up with another KT and two Panthers), complete with crazy swings of fortune.
Can the allies win on Steppes? |
There once was two shopkeepers who owned competing business on the same block. They had competed for thirty years and absolutely hated each other. They would stop at nothing to get ahead of the other one.
One day, the angels in Heaven decided that they needed to teach the shopowners a better way of life. One of them approached one of the shopkeepers and said "I will give you anything you want, but know this - I will give your competitor twice as much as you." The shopkeeper thought for a second and said "Okay, can you give me one blind eye?" |

That's a mighty fine K/D ratio, Beemer!
Did Beemer spam SU76's again? |
The pack howie used to be great. I remember games of Lienne forest with Pathfinders by center VP and multiple pack howies just behind train station wiping anything that got close, including one surprised PIV tank. I've seen What Doth use them okay but 480 mp for something that I have to work really hard to make useful doesn't seem all that great. The standard Ost mortar does seems like it performs twice as good for half the price, which is "symmetrical balance" if you're an Axis fan. |