Before starting I would like to explain that I will be using the following numbering:
T0 for base building for all factions and thus the numbering will be come different, resource will presented as Manpower(MP)/Fuel(FU)/Munition(MU)
Imo Ostheer T4 is simply not worth it. This primary a diversity issue but also in some extent a balance issue.
Tech cost faction and what comes with it:
USF
Total 790/265
WEHR
Total 750/250/60 (edited)
Soviet
Total 910/225
OKW
Total 1060/260
UKF
Total 920/255
From this numbers one can see that Ostheer T4 (if one does not skip a building) requires almost the same as unlocking every tech for other factions.
To make thing worse:
1) Teching is linear and is rather difficult to skip building.
2) Other factions can choose if and when they want tech specifics upgrades and buildings
3) Ostheer T4 provides 2 very expensive specialized vehicles and player have to chose one of them in most cases.
4) Unlike (and similar to Soviets) UKF or OKW or USF (T0+3 Tiers) do not get any bonuses for unlocking T4 although it a higher Tier than other faction.
5) Allied TD are very effective at hitting and penetrating both vehicles from Ostheer T4 even at ranges 60.
Suggestions that might help not all them need to be implemented:
Tone down all TDs by making heavy TD more inaccurate especially at range 60 and medium TDs (Su-76/Stug) less chance to penetrate heavily armored vehicles. Also lowering damage of all stock TDs to 160. (If KT becomes an issue some TDs could get bonuses against it.)
Give some bonuses for building all Tier (maybe a 5 entity for an Ostheer infantry)
Allow Ostheer to have the option to go only T3 or T4 by swapping Ostwind with Brumbar. Both units will have to adjusted (Brumbar probably more expensive but better frontal armor for less lethality)(Ostwind either cheaper or far more efficient).
Make a multi-role main battle tank available in T4. This can be achieved by either giving a tank gun to the Panther and making the doctrinal Tiger more of TD or by making Tiger stock and Panther doctrinal.
Get Luchs around cover? Only thing Luchs struggles against is units in buildings.
Luch vs heavy cover modifiers Accuracy X0.5 Damage X0.25.
Simply build 2 sand bags in V shape, then Luch has to circle all around the back to fire also keep in mind that PTRS have 100% chance to hit and penetrate the Luch up to range 40.
You know, the game is more than just showing off knowledge of its game mechanics to win. elchino7 is right, and you're wrong in this argument.
Knowledge of the game does not win you games, that is true but it allows you to have better understanding of the game and have a more informed opinion. You obviously do not need because you spent more time in personal comment than in useful game input.
You are also confusing showing off with supporting one's opinion with factual arguments. That partially explains why you provide no arguments to back up your view.
It seem that I will mostly have to ignore you from now on, until you provide helpful feedback. Have a nice day.
Just in case cause this is is a tricky misconception.
Old post copy paste
As far as I know there is cover type described as "Team weapon heavy" and I am under the impression that the 2 crew member operating zis/pak/m1 57/6 pounder benefit from this type of cover.
This type of cover is directional as far as I know.
Problem is that range isn't as clear for most people. You can't just wild guess mid combat if you are at 10 or 12. From 10 to 15 the DPS drop is abysmal (14.21794 to 2.03943) so you would rather stay at "hug range 5" to 10.
There's also the issue that you won't wipe any squad unless you are hugging them. Unless they have to retreat going through shocks, chances of long range wipe are minimal.
1) I am simply responding to argument that one has to go to range zero to have good DPS with shock and that simply not true. The Shock have the same DPS from 10 to 0. (I wouldn't describe range 10 as hug range)
2) I have also explained that imo PPsh curve being flat from 10 to 0 is a flaw (similar to assault grenadiers) especially since most weapons including bolt action rifles get better from 10 to 0.
Smg should imo follow pioneer curve that benefit the closer one get. Other weapon should see very little improvement.
3) The argument was that Shock do not have DPS unless at 0 range not that they can get wipes, in addition contrary to other squad they have one of the best DPS on the move and can chase retreating squads with very little penalties. (especially if one uses "for the motherland")
4) If one opponents chooses to stay and fight (as described to post I responded) Shock are better at range 10, if opponent hit the retreat shock should move as close as possible and continue to chase the retreating unit.
5) Estimating and knowing what distance is mid far and close for each weapon is an issue and that is why I had suggested that they could become visible as circles by pressing a key.
6) Imo having Smgs with better DPS than assault rifles to ranges up to 15 is not good either.
There is a huge advantage to continuing to move closer, in that your opponent will have longer time at max DPS. Stated another way, when he tries to get back, which he will, the shock DPS will remain high for longer if they have further to go.
Shocks just don't make sense right now, with their late arrival, lack of AT, and miserable damage at all ranges other than face hugger. Their huge cost and inability to effectively merge with scripts makes them expensive at all points in the game. Throw in that penals are much more efficient and you just won't see them. However, they are still good. Imagine if you could get them at 0CP's as long as you picked a commander. I suspect you would see them every game.
Shocks need a slight buff, they either need to be more survivable to close gaps or they need less punishing DPS drop offs. Changes to penals should also help to make them more attractive. Their extremely lack luster AT won't be a problem if they are truly amazing at their job of AI. Their vet 1 also should be replaced, probably by ranger like vet 1 which makes nades (or maybe just smoke nades) cool down faster.
Actually no. If you move closer then 10 you opponent will increased DPS while you will not. If your opponent moves back you can follow him and you still have an advantage because Shock have some of the best modifier for firing on the move.
Again Shock DO NOT have face hug opponent to have good DPS, they have one of the highest DPS from range 10.
.... I think one of the biggest problems with shocks is that they sort of have a disadvantage against mainline inf of both ost and okw as grens have lmgs that pretty much negate shocks' armor (in theory I guess) and volks having stgs and rifles that do decent damage at all ranges to shocks, even facehugging distance, especially when there is more than one squad. Shocks are also way more expensive than volks and slightly more expensive than grens, and die more often in combat (as a six man assault squad)...
Shocs have no reason to move closer then 10 since their DPS does not improve closer to that range so they should not facehug anything.