Just goes to show how garbage Ostheer faction design is.
The faction suddenly performs as it should now that it has five-man squads available to it (Jaeger squad & new Artillery Field Officer).
Of course, these are crutches, and the four-man Ostheer squads are still trash compared to all other factions in the game, but at least now Ostheer can stand a chance and punish retards who just literally rush directly through open fields without using any line of sight blockers, cover, or anything else tactical.
Now if only the 222 were to actually become an armored car, Allies would actually have to put effort into the game at long last.
Exhibit A is a rare occurance. It happens from time to time, but it's rather inconsistent. I'd be curious if you could/can replicate that happening reliably.
It's happened to me half a dozen times in the past week alone. But I just don't have the time/opportunity to try and replicate it. All I know is that it happens when giving a distant ability order, like laying sandbags three control points away, happens when giving move orders to move into a garrison as above, etc. but also I believe is the same bug as instances of units simply not responding to ability requests, such as ordering a mortar squad to fire somewhere in the distance and the squad queuing up the ability but not turning to face the right direction and thus never actually firing. Seems like all one bug, but I could be wrong.
Exhibit A: The squad decoupling continues, and seems that it isn't even strictly the result of targeting abilities at range, since in this case, it was just a move order into a garrison that resulted in the squad being decoupled and not entering the garrison.
Exhibit B: The squad was standing within the cap point area yet not capping. This went on for quite a few moments until I brought in another squad. Only then did the point start being decapped.
Exhibit C: Enemy setup team was standing outside a trench, on top of its wall, and I targeted a grenade exactly where the squad was standing, yet the grenade went flying over the squad and into the trench.
All of these happened within the span of a single match...
This is, frankly, ridiculous for a game that's been out for years. Between these kinds of bugs and squads being instawiped by everything, it's no wonder it takes literally giving the game away for free to get a boost in the player base.
I said you balance the unit itself based on the vanilla, non-vet, non-upgraded version of said unit.
This is objectively the correct approach. It's absolutely unfair for any unit to be inherently inferior at everything before gaining veterancy or some upgrade -- that was my point.
Also, the "win at long range argument" that people love to use for both Ost Grenadiers and OKW Volks is hilarious, given that all Allied infantry suffers no damage and no model losses while closing the distance through an open field without any cover -- a critical design mistake that has persisted since Western Front was released and still persists to this day.
That is simply not correct. Volks are only 'weak' until T1 or T2 is built. Then they have their StG44 and Fire Nades which will make them win every engagement from mid to close while being in green cover.
Volks (and Grens) are not a rushing unit, if you try to storm an enemy position, they will lose. This is intended.
If you play against OKW, you will see that Volks are a pain in the ass because they get incredibly strong the longer the game goes. In the first minutes, Vet0 Volks are a piece of cake. But fighting against Vet5 Stg44 Volks is something that can be really frustrating.
Also as Allies, Sturmpioneers are cancer, honestly. You have to make a 'lucky shot' and let them drop at least 1 (better 2) model(s) when they are closing in in the early game, otherwise you have to immediately retreat in order to prevent a squad wipe.
I tune out automatically as soon as someone brings up veterancy or weapon upgrades when talking about unit balance.
The game is over before the first truck is setup if you can't at least hold one VP, FP and MP.
And even if that weren't the case, you do NOT balance units based on something they get later down the line.
The BASELINE unit MUST be balanced and perform well in some fashion. All Allied units do this, either due to high model count or high damage output. Ostheer Grenadiers have mid-high damage so at least they aren't totally useless (though the instant loss of one model upon engagement is a huge problem), but Volks deal no seriously threatening damage and don't have six models either -- middle of the road, mediocre, with no upside of any kind.
Don't you dare nerf Sturmpioneer survivability unless Volks actually get proper damage output simultaneously... that's all I've got to say about that.
Right now, OKW infantry power is lopsided blatantly towards Sturmpioneers, but that isn't unbalanced, because Volks are trash. Can't just go nerfing Sturms based on other changes happening to resource costs and such.
Or... just throwing this out there... we could, you know, actually buff Axis (especially Ost) infantry so that they don't lose their first model literally in the first half a second of every single engagement, thus becoming useless and being forced to retreat, unable to do battle anywhere outside of a garrison.
So I've been noticing this bug quite often, and it's really bad.
Targeting an infantry ability at range, be it placing sandbags on Volksgrenadiers or firing a barrage on the Ostheer mortar squad, sometimes causes the ability to get highlighted as being prepared, but the unit doesn't actually move to the location and start using the ability.
Other times, one model from the unit starts moving towards the location while all other models sit in place, also preventing the ability from triggering.
Have had this bug occur in half a dozen matches just within the last few days.
Just past the half way point in the match is an instance of the bug, where the mortar squad is hiding behind a wall, is ordered to fire a barrage northward, activates the ability as if preparing to use it but never actually tears down and turns to be able to use it, thereby freezing up until I give the order to tear down and move from that spot.
Don't have the time to read through patch notes to see if this has been fixed, so figured I'd just write this post quickly.
This bug is extremely damaging to Ostheer play in particular, since you really need every unit in your combined arms army to play their role as soon as they are ordered to. But I have had it happen on OKW as well, in particular with Volksgrenadiers given the order to build sandbags.
Oh, and here's a screenshot of Volks being ordered to lay sandbags near the flagpole and only having one model actually travel there:
This has happened multiple times on different maps and in different circumstances, so doesn't seem to be related to units being in cover, nor specific to setup units.