The old Ostwind was outperformed by a P4 with pintle, so it definitely needed an AI buff. Most 1v1 Ost players sticked to spamming P4's for their AI needs, while ignoring both the Ostwind and Brummbar, because neither were cost efficient enough. I've personally had the old Ostwind lose a straight up fight against a single M-42 AT gun, which was quite saddening (it attacked an unsupported M-42 and had to back up with like 10% hp left, having killed only 3 models ). The Brummbar has a strong role in team games.
With the Ostwind being a real tank again, a cost increase to 100 fuel seems in order. It has Centaur-like performance now, but trades armor for speed. The fuel increase would give Allied players more time to prepare.
Forgot to mention, the proper way to nerf T2 skip would be to lock Schrecks behind the Kampenya building. It would keep your strong AT options behind your 200 manpower investment like it was all previous patches. Can't be sure if this is necessary however, until the meta has settled down.
The way pgrens currently are does offer some options to vary up gameplay and it seems going 222 is still popular despite of all the changes.
I'd rather see a small cost increase for the Ostwind. It's on par with the Centaur now, but with better speed instead of better armor. 280 manpower and 100 fuel seems about right. Would reduce the effectiveness of rushing it.
If T2 cost was adjusted however, perhaps some of the manpower cost of T2 could be shifted towards the light vehicles. Something like 120 manpower for the Kampenya, with light vehicles costing around 240 manpower. Would make the PAK40 easier to get and reduce the potency of cheesy light vehicle spam.
With the recent nerf to moving accuracy inside a halftrack, I think halftracks could use some functional improvements to compensate. Feel free to vote which ideas you like:
1. Handbrake mode
This seems the easiest to implement. When parking your halftrack next to an enemy squad to maximize dps, the front gunner makes the halftrack rotate to target individual models. This rotating applies the moving accuracy penalty to the squad inside the halftrack, lowering their accuracy by 60%. Crucial when that squad has high dps like Cavalry Riflemen or Panzergrenadiers. The only way to stop this is to spam the halt command, which is ofcourse not ideal. A handbrake like the M15 halftrack could solve this.
2. Allow squad targeting inside halftrack
A big weakness of halftracks is the inability to tell the squad inside who to shoot. You have to drive out of range or move behind a shotblocker to allow the squad to retarget. This can be detrimental when chasing a sniper for example, with only the gunner firing on the sniper, while the squad inside prefers to shoot at another irrelevant target instead. Letting the squad inside fire on the same target you right click on would be a simple solution or perhaps there could be a unique button on the command bar to allow squad targeting.
3. Vehicle prioritization for AT rocket infantry
This goes beyond just AT squads inside a halftrack. Rockets barely ever hit infantry and if they do hit, the damage is negligible. A perfectly timed flank on a light vehicle with a halftrack can be ruined by the squad inside unloading their rocket salvo on a squad that showed up a split second before the enemy vehicle was in range, possibly resulting in the halftrack being hunted down and destroyed by said vehicle.
4. Death crit reworked to damage crit
This is not really a QoL suggestion, but I feel it would improve the game. The current crit system when a halftrack blows up is either too harsh or too forgiving, with each model having a 50% chance to die or escape unscathed. This leads to extreme results, especially with small squads, and is thus not an RNG element that positively adds to the game in my opinion.
I think something like each model getting between 1 to 79 HP damage when the halftrack gets blown up would be better. The average damage a full health squad would take would still be ~50%, so nothing changes there. Models can still die if they have already taken damage before, so the halftrack player is punished when he overextends and doesn't exit in time. Lone mines will never be able to instagib the whole squad inside.
1. assault grens animation bug. Looks like unit doesn't fire (apparently reloading though i;m not sure) but enemy unit gets damage. Dunno what makes the bug on though.
That's a good location for the tactical map. I personally prefer it on one of the side buttons of my mouse (Xbutton1). It frees up my spacebar for the following rebind:
Which I find almost as good as WASD for scrolling around the map.
Any ideas about how to reach that optimal hotkey layout ? Please feel free to comment below.
Here are some:
Selects all infantry, mostly for reinforcing at HQ while focused elsewhere.
Selects all units on screen. Can be faster than simply dragging / clicking in some situations. Personally have it binded to my other side button (XButton2).
Instant attack move. Personally have it binded to my dpi button (mouse software).
Cycle through idle vehicles.
Besides that, you could make faction specific binds (e.g. instantly selecting mines) or scummy scripts (like firing a riflenade that autocancels at the last possible millisecond for the *tjoop* sound )