Extra IS, then UC, then extra IS, then depending on the health of the UC and whether the map has a dominant garrsion that you wanna secure an MG, otherwise tech immidietaly and straight for Sappers, nades usually shortly after that. I usually wait with racks all the way till lategame, and go bolster instead
Countering the MG is quite tricky. Either approach from multiple sides (although IS suck at flanking) or just defend and wait for him to overextend
Sniper is definitely recommended, but not too soon
Also, I have a special build for Wehrs without the BS increased Faust range bulettin: Second IS, then two UCs, then tech, sappers and quick AEC. However, dont reveal the AEC too soon, just stay slighty behind the UCs, outta the enemy line of sight and he´ll probably soon try to chase them with 222- only to get himself chased by the AEC
There is so much wrong with this faction and its certainly currently the worst designed one:
-Sturmpios being OP as a starting unit but then, making second ones usually not viable later+ the first ones rarely scale well
-Kubel having low health meaning it sucks at scouting later on and doesnt scale at all
-Volks are way too cost effective early on, but kinda fall off late game
-Raketten, low survival-ability and reliability compensated by a cheesy and AIDS stealth abilities
-MG34 is mostly fine, though blobs still often snipe it really well (ofc thats true for all MGs except for the 42) I really hope the trademark weakness of low damage stays
Forward Medical HQ became almost non-viable due to the FRP nerf and more importantly, power creep of all indirect fire
-IRHT is cancer, constant sight over 80% of an average sized map with very little user input... and I though the old T70 was bad
-Flak HT is one of the few units that is quite fine
-Leigs are OP in a pair, but one is too weak…
The repair HQ itself is fine
- Luchs maybe comes too early, though if it does, all other armored LVs do (which I think is the case) otherwise fine
-Puma is one of my favourite and most fun to play with units… that being said, accuracy buff, even if it means compensatory nefr elsewhere would be good
-Stuka is a terribly designed rocket arty. Basically a long long time ago, there was a huge issue with a so called "precision shot" ability on some artilerries, which was a miss or wipe kinda thing. That got removed and now this thing is basically six precision shots in a row. So its kinda bad versus blobs, but excels at deleting single units and especially support weapons
The Flak HQ probably should get a slight buff to that AA ability, otherwise fine
- P4 is fine
- Jagdpanzer is fine. Its the least cost-efficient TD upon arrival, but absolutely molests everything armored once it vets up. Interesting assymetry and very fun to play with past the Vet0-1 stage
- Panthers mostly fine, though maybe too good at chasing weaker vehicles
- Obers probably come too late
Doctrinal bullpudding like cover ignoring Jagers with G43, all-mighty offmap flares and OP LEFHs are just icing on cake
If I think off all this in a chain (+ of my own experience):
The faction is disgustingly OP in the first minutes of a match, which is really terribad in 1vs1-in teamgames, its quite a lot easier to mitigate that
Once the match gets past the beggining, they begin to suffer from lack of flexibility due to the tech system. Going Repair HQ means a huge strain on ammo, due to crats based healing. Medical HQ means givin up on the so cruciall ofensive and maneuvarable power. Both means quite a nasty vulnerability to quick rushed heavies and premium mediums
Overall it kinda feels like the -proven to be terrible- deisgn of early game power spike falling off later has remained, while other factions are mostly movin away from that BS
Also the shifts in the meta have not helped at all. Pressing on with highly agressive units and balsy flanks behind enemy lines (which they are extremely good at) are nowadays much less viable than digging behind a wall of support weapons and atritioning the boxed-in enemy with indirect fire or snipers (which they dont do well at most of the time, unless very specific build orders are chosen)
Blast, what an essay I´ve written
Gonna edit later with list of ideas on improvements
If CoH2 is to get a farewell gift before they give up even on community updates, it better be a rework of OKW
There is something I´d love to see for all indirect fire in the game and that would be slow shell speed.
Movement is meant to counter indirect fire, so it´s really infuriating how all the mortars and howies are consistently able to keep their fire lined up with sprinting squads
As for this thing specifically, the mortar treatment, i.e. weaker autoattack compensated by better barrage would be sweet
Maxim is obvious n1
Then either Vickers or 34, depending which one has lower suppression
In all three cases, better suppression...
Then there is somethin about the 50cal, which Im not sure if its true, but it feels like its crew has larger RA then other support weapons.
BTW there is one thing I think should be done about all MGs. Green cover should behave the same way as garrison, i.e. neutralizing suppression effect.
MGs are supposed to BE a defensive play, not COUNTER defensive plays. There are other things for that
EDIT: I´ve just read about the "explain why" thing. Well, as someone said, its because no mainline infantry unit should be able to singlehandedly walk right trough the middle of an MGs arc frontally and nade it
Well, vehicle pathfinding has always been a disaster. Getting stuck on friendly units, getting stuck on wrecks, getting stuck on thin air, turning instead of driving the fuck straight, sharp spins on the spot instead of smooth stable drive arounds, inability to account for movement of vehicles in group...
What has become worse than I remember used to be tough, is infantry movement when trying to dodge nades
It feels like, instead of the entire squad instantly moving all at once in the direction I send them, a couple models stand for a sec or two, letting others go ahead and therefore, eating the nade
If theyre close to each other, some of those artilerry offmaps like assault, sector or zeroing arty are gonna be nasty
Or just runnin up and shootin them up close with a tank
Or Stuka barrages
The LeFH even if it takes a while is a great counter, since it also rapes everythin else after it has killed the B4
Or you may ignore them, as 9/10 shots tend to be relatively harmles, unless you run into the same shit that me and my teammate once have: Two Soviets goin 3 B4s each...
I disagree with couple things (Pumas in particular... damn, I love Pumas) but overall ur right
Its definitely the worst designed faction in the game, currently
Assuming we have one last patch still left, we should start thinkin about minor reworks