So the new patch moved Panzergrenadiers from T2 to BP0.
Previously, skipping T2 was a big risk for a 200 MP 20 FU reward. You'd be completely reliant on Panzerfausts and Tellers until your Panzer IV came out.
Now though, you've got Panzergrenadiers to cover that AT gap. There's an argument to be made that skipping T2 might even be better for AT now (840 MP for two Paks, 680 MP for two PGrens).
Furthermore, the unit you're now rushing is the Ostwind, which comes out 30 FU faster than the Panzer IV.
Has T2 become a situational pick? It's not mandatory now, and it's not cheap. |
The hot topic at the moment is the impact of Ostheer's (much needed) core roster buffs.
Firstly, the Ostwind provides a very potent solution to Ostheer's midgame anti-infantry problem: it's now a veritable wrecking ball on par with the Centaur.
Secondly, Panzergrenadiers are now BP1 T0, which means they hit the field faster. This also allows you to safely skip T2, accelerating T3 by 20 FU and giving you an extra 200 MP to spend on units.
It's early days and we don't know if any adjustments are actually needed.
However, in the event that they are, I've got a good idea for how to do it with without adjusting the performance of the units.
Move some of the resource cost from Leichte Mechanized Kompanie (Ostheer T2) to Battle Phase 1. Moving resource cost between these two allows you to fine-tune T2 skips and Panzergrenadier timings with minimal knock-on effects.
Moving Manpower
Shifting manpower from T2 to BP1 reduces the manpower advantage of skipping T2.
Moving Fuel
Moving fuel from T2 to BP1 slows down Panzergrenadiers by that much, and slows down a T2 skip by the same amount.
This is potentially a clever way to tone down these particular strategies (again, if necessary) without smashing anything with the nerf bat. |
Counter barrage being decent is actually quite a clever solution. |
The Panzer 4’s main gun is worse vs infantry against garrisons compared to al allied mediums because it only damages some of the enemy squad models (Damage all in hold: False, coh2.db)
Fixed that for you. |
One of the issues that's come up a lot in the recent discussions about heavy tanks is teamgame resource inflation.
The maps are larger, so they have more points. However, those points have the same resource values as 1v1 points do, which results in substantially higher resource incomes per player in the larger modes.
This creates a balancing nightmare as the pacing of tech is completely different in 4v4 than in 1v1, whereas the pacing of command points remains the same.
Say you 'fixed' this.
Say you applied a percentage income penalty based on the number of points on the map. If you double the number of points, each point becomes worth half the resources.
That'd make the teching rate consistent across all modes.
Would this make teamgames better or worse? |
Then I do not see the point why the Tiger was touched, it could be changed like the rest of the heavy tanks in the next patch. But he was clumsily touched, and now we have a stupidest situation.
The basic Tiger wasn't.
The Command Tiger is a new unit in the OKW commander, and they tied it to tech because if they didn't they'd end up creating a better version of Special Operations.
Once they'd done that, they figured they might as well do the same thing with the Tiger Ace, which is also a unit in the new commanders. |
Even more extinct is the useless IS-2 which, moreover, is only available in two commanders. But for some reason it does not have any changes.
They didn't have the resources to rebalance all the heavy tanks in the last patch.
All the heavies are slated to be rebalanced in the next big patch.
And next patch is coming when? Late Summer? Fall? This stuff should've been postoned untill then.
Then we'd have created three new Heavy Staller commanders for 1v1 and we'd have no idea how heavies tied to tech play.
I personally would have tied them all to tech blind and seen where things land, but tying two is better than tying zero in my book. |
I agree on everything said about .50cal. I think 50cal, maxim and dshk should have their death-loop on retreat removed if that is even possible.
It isn't, else they'd have removed it ages ago. |
Better question would why Axis and Allies are playing with different rulesets right now. Why remove CP requirement *only* from Tiger and leave allied heavies still bound by CP's?
Either just lock Tigers back to CP again and add tech requirement or remove CP requirement from Croc/IS-2/Pershing and bound them to tech too.
The reason I was given was they didn't want to bind all heavies to tech blind. They didn't have the resources to rebalance every heavy tank, so they only bound the ones they were working on in the commander patch.
I wanted them all bound in the patch we just had, but I was told binding the Command Panther without other adjustments would eliminate OKW's only competitive high level team game strategy.
The intent in the next patch is to bind them all to tech. |
Man you're so focused at T-34 duels even though my entire point here was Ostwind being overbuffed to the point of threatening mediums, not that it's effective AT vehicle. Brummbar was nerfed because it was too good at everything including fighting mediums thankts to retarded armor values. Ostwind is in same state as pre-nerf Brummbar now its too cost effective at what it does for it's cost.
It doesn't threaten mediums.
If you throw a force of Ostwinds twice the size at a force of T-34/76s, it's an even fight.
I repeated this test with Cromwells instead of T-34/76s, and it was 14 Cromwell wins vs 2 Ostwind wins. |