I actually agree with the panzergrenadier changes. They can be next to impossible to counter in a 1vs1 when they arrive at around min 3. Building either t1 or t2 would be fine IMO, just dont make them so annoying to deal with when already dealing with an agressive osttruppen or ass gren start.
The rest of the changes are quite questionanble into uneccesary. I mean is okw early At really a problem? Isnt okw early at not weak as it is? Would 50mp when buiding caches really make a difference?
Jackson dying 2 shot from Ele and JT is big NO from my side |
The Panzerwerfer has its own advantages.
good damage (not the best)
large area supression
all rockets are fired in one barage, making it less vulnerable during barrages
a "turret"
high arc of fire making it possible to shoot from behind obstacles
agility
small target size
counterbarrage (which is boderline op in teamgames)
Whats the point of counterbarraging with anything exept of mortars( i know mortar has more range) do you get some sort of buff from just maunally aining the arty you want to barrage? Or is it just easier to micro? Would be nice if someone could clarify this |
I mean I agreed with this point because Allies faction doesn't have to build anything, can rush into that building and still bring mainline infantry into the field ( Conscript, Rifleman, Infantry Section )
In contrast as Ost player: if I let the first pioneer build T1, high chance I will lose the building on the southside.
So er yeah, in a way I do make 2 Pioneers if I spawn on right southside, meaning losing firepower in early game because no MG42 / Grenadier.
Some word of adive the houses on rails ( fuel houses) dont need to be rushed defensivly as ostheer. Common mistake espacially on the fuel trench house. Just park your mg42 with pios at point blank in front auf it and shoot it too bits (there is only one window) then get inside with pios and enjoy. The other house can be trickier since north spawn sucks but you can play around it since it doesnt have a window on one side
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fun fact the recon pass comes from the base and sweeps to the point you activate the ability of the major and then continues across the map. So you can basically construct a line in your head from the base to the point you click to the area you want recon off. This can be done from the FRP without moving the major
On most maps you can basically cover somewhat over 80% with it |
the vet 2 scatter nerf was a bit over the top IMO, that scatter buff was there for a long time, then the tiger get's busted aoe and peaple start nerfing it's veterancy. I dont quite understand that.
EDIT: The new HE shell of the IS2 is actually a pretty good ability, good aoe not so big insta kill on full hp sqads and 0 scatter. This really falls in practical when killing support weapons that were wounded by a previous first shot |
They get the damage reduction instead of lower received accuracy, so that only gives them an advantage against the lethal (80 dmg) radius of some explosives like rocket artillery or grenades. Against small arms however they are not even close to vetted 7 men Conscripts (~570 effective hp vs Cons' 790 effective hp), and worse than 5 men Infantry Sections (645) and squads like Commandos (615) or Rangers (770) or even 4 men Obers (640). The damage reduction also doesn't help against the lethal radius of bigger weapons like tanks or artillery because their lethal AOE radius is higher than 100 damage, and their high received accuracy / target size at vet 3 (0.91) makes them more likely to take damage from small arms which partly cancels out their damage reduction advantage against explosives. They are a durable squad for sure, but I wouldn't call them the most durable squad in the game.
infantry in the lategame doesnt get wiped by small arms fire, its mostly some sort of rocket. Thats why i call them the most durable sqad since even pfussis seem to get wiped easier by rocket barrages then grens.
I just feel like whenever peaple discuss grens is that they forget to mention the 20% dmg decrease at vet3 which is IMO the best vet OH could have ever dreamd off |
5 men grens are certainly OP when the grens pick up one or 2 other weapons, thats something that might be looked at. They get high dps and are the most durable sqad in game (with 7 men conscripts) becouse of 20% dmg reduction at vet 3
BTW i feel like axis struggeled so hard becouse of brits being very strong forcing the OKW into puma (valentine) and recking ostheer T3 with comet, leaving the only choice into double pak and stupa
The sov usf matchup was mostly fine IMO
Just to list up some OP brit units :Aec (threadshot), Valentine , AVRE
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The m20 used to be very opressive against OH becouse of smoke zook and the potentail to double down with stuart. Which made it very hard for ostheer to deal with becouse pak wasnt cutting it against it. Now that the zook is gone i feel like the build time is a little bit too long. It is not a bad unit but it certainly could come out like 10-20 sec faster. One needs to be carefull though since 20 sec can mean a lot in the early game.
The other solution is to buff its utility by making the armored skirts free so you can use the ammo on mines. Possibly even give a ammo discount to the mines with vet |
well you need to keep in mind what the selling point of an commander is. In breakthrough you get arty pfussis sturmoffi and jagdt. NKVD doesnt have the seeling point of a heavy tank or ram + bombing (at overwatch requires more skill since it needs constant vision)
So to conclude it's fine that you cant use every ability to the full extent since you have a lot of good abilities. Just remember what happened to grand offensive |
You can't use the officer properly + equip your Füssiliers until late in the game. It doesn't have very good synergy because without the G43 upgrades Füssiliers are horrible. And you don't want to use more than 1-2 Volks either because Füssiliers are just better long term. I find that frustrating when using this doctrine tbh.
well there you have the soviets which rely on zis gun barrages, muni stock for 7 men lategame mass upgrate ,mines, flamer. I do agree though that the force retreat shoudnt buff the units around the retreating sqad though. That seems a little exessive when you keep in mind that it costs 50-60 ammo |