USF Mortar is basically useless for killing, even moreso than the already castrated mortars everyone else has. Use it for smoke or don't get it at all.
My advice would be go LT into Stuart (which fends off Ostheer LVs easily enough and can somewhat competently deal with the MG42s) or Captain and use "On Me!" to clear suppression on infantry squads, then use them to flank or rush a nade the MG-42. Once you get to Shermans you should be able to wipe any MGs remaining with HE.
If your opponent went 3 MGs in 1v1 specifically you should also generally be able to acquire better map control unless it's a map really easy to lock down with garrisoned MGs.
Doctrinally, if HMG-42s are a big problem, I'd try Urban Assault Company for the Riflemen Molotovs, or Rifle Company for Fire Up in conjunction with grenades. Heavy Cavalry is also a solid choice here if only for the off-map smoke, though it's also USF's only heavy tank doctrine so these days it should probably be in your roster anyway. |
I would like to see this ability reworked myself. Currently you spend 90 munitions and if you lose 5 infantry models you gain an Ostruppen squad.
Considering the cheapest units you would probably be losing are Pioniers (25mp a piece) and the most likely unit you will be losing are Grenadiers (30mp), both of which are also rather likely to be wiped if you try to get the 'most' out of this ability, there really isn't much of a deal in receiving one extra 16mp Ostruppen model in the exchange.
30*5 = 150
25*5 = 125
16*6 = 96
You could say it might work as a panic ability, like in the thick of a fight where you think you might lose a whole bunch, but I don't really think it does, and in most cases the smoke drop in the same doctrine would be a better investment, or a grenade or two or literally anything else, unless you are a real Ostruppen fanatic (in which case there are much better doctrines...)
Rapid conscription works much better imo. That ability I have actually seen be used successfully in real multiplayer games. This one? Not so much.
If this ability gave Grenadier squads for your trouble, maybe I'd be more interested. Or maybe a special sort of Ostruppen squad with a single DP-28 already on it or something. |
You stat are off, Panther has lower accuracy than SU-85/FF/M36/su-76 (at least the far) and in addition gets no accuracy bonuses as a vet bonus.
Can't check right now but I'm pretty sure the Panther main gun accuracy hasn't been changed. For the most part it is comparably accurate, with an edge in the close range over most contenders; the main difference remains the range difference. Right about the veterancy bit though.
From coh2db:
(Panther)
Accuracy near
0.06
Accuracy mid
0.045
Accuracy far
0.035
(M36)
Accuracy near
0.05
Accuracy mid
0.045
Accuracy far
0.035
(SU-85)
Accuracy near
0.055
Accuracy mid
0.045
Accuracy far
0.04
(FF)
Accuracy near
0.06
Accuracy mid
0.05
Accuracy far
0.04
(SU-76M I know got changed and I am pretty sure has higher accuracy values now, but I am not sure it is even fit to compare to the other units here) |
Pack Howitzer should be an attempt at a rocket artillery / howitzer analogue: a barrage only weapon with long range and decent damage for taking on massed support weapons in the lategame.
EDIT: Oh fug I just necro'd this thread basically. |
I think we should wait and see until after the aim time correction before talking about buffing or reworking the Stuart. You have to remember the Stuart actually has very decent scatter stats, and good per-shot damage. Maybe all it needs is to not have an aim time 12x longer than every one of its opponents.
I posted in another thread the Greyhound also has this issue, and I should note that it is very strange to me nobody talks about the Greyhound when IMO the unit is even worse then the Stuart with absolutely pathetic anti-vehicle capability after the last nerf, and anti-infantry ability mostly through it's canister ability, which is probably the crutch of the unit. |
Why?
Infantry armor is still set to 1. A lower penetration value than 1 will "bounce" shots off of infantry models and thusly impact anti-infantry DPS.
Unless you did this via target table, but in that case you can't specifically set the ranges at which penetration is dropped. |
I agree with OP perspective but i think OST is not late-game oriented (unless a doctrine is picked for that purpose) and its more like mid-game.
Early game depends heavily on player skill. Mid game is more an opportunity and roosteir unveil strategies but lategame is for the allied on a even match and probably to axis if allied got starved of resources/Vp enough
Alright. What do you think of the idea, though? |
Not so much a bug as an oversight, and not so much an oversight I suppose until this patch.
In the coming winter patch, the Stuart is having its aim time normalized with other light tanks. Previously it had an aim time of 1.5, 12 times higher than its light tank counterparts in other factions (0.125). Note however that the M8 Greyhound (m8_greyhound_m6_37mm_mp) also has an abnormally high aim time of 1.25, 10 times higher than normal. |
Please stop making threads like this, CODGUY. I know you are better than this. |
I have several different ideas for Ostheer that I think address a lot of the concerns with the faction atm, principally T4 and the Ostheer infantry game.
While I lean a bit towards Imperial Dane's view on the HMG42 being the cornerstone of the Ostheer infantry setup, and also then the source of most of it's difficulties, I think buffing the HMG42 in a significant way is probably not an entirely realistic prospect (I would be interested in reducing the RA for the starter HMG42 crew though, from 1.25 to 1.15 for a start, maybe.)
With this in mind, and considering the current issues with T4 not being worth the price or what-have-you, and also considering the relative fragility of Grenadiers, which is still a topic of discussion even after the RD change, I have an idea which addressed both the T4 and Gren issue simultaneously.
It's simple, have acquiring T4 grant a global buff to Grenadier reinforcement time and cost as well as experience gain via a requirement action in the squad sbps. Given that Ostheer is supposedly a primarily late-game faction, this allows quicker replacement and veterancy gain by Grenadiers in the late game, allowing them to more quickly catch up with enemy infantry even if suffering wipes. At the same time, this isn't a major combat buff, and so should hopefully not be seen as a particularly dangerous balance direction, merely a way to keep Ostheer mainline infantry relevant.
For reinforce cost and time I was thinking a 10% reduction in both areas, bringing Grenadier reinforce cost from 30 to 27 and time from 6 to 5.4. For experience gain I was thinking 15-25%.
On this same vein I also believe the squad population cap (sbps, not individual pop) for the Grenadier squad should be reduced from 3 to 2, the same as most other mainline infantry squads. Seeing as how Grenadiers are primarily a form of support infantry, this helps them better fulfil this role by eating up slightly less popcap, particularly in the lategame. For reference, a Grenadier squad of 4 men would currently use up 7 popcap, and in this case would only use 6.
If these changes are not sufficient with regard primarily to infantry (T4 is somewhat secondary in this idea tbh) I think any further changes should come to how the veterancy is dealt out rather than a stock combat buff (or the reinforcement cost change being considered right now, tbh).
EDIT: I should also say that, as with other infantry units with ability recharge veterancies, like riflemen, I think the ability recharge bonus should apply to all or at least most abilities in the squad, including doctrinal ones (blinding grenade, rifle grenade, sprint, etc.) |