Why get a panther when you can get 2 stugs that vet 1000 times fast and have 1000 times the DPS? I guess survivabilty is the only reason but panther just isn't really worth its cost imo. Veto the maps that don't work for stugs because they usually don't work for ostheer in general. |
The most utility? Yea great, let's go at your points:
1. Sanbags are not exclusive for Cons. Volks can build bags, Tommies can build bags and undoctrinal trenches. So, that's not their plus.
2. Sprint. Useful. Agree. Still, don't add real firepower to them, though.
3. Molotovs clear your Cons squads more often, than enemies. They should be too close to target and throw too slow - your squad sometimes can die right after they thrown grenade, or even before it! Compared with Volksnades Molotovs are really bad.
4. AT-nades are also not exclusive. There are also Panzerfausts. Grens are "utility" too after that? But at least they are combat-reliable.
5. Merge. Okay, I don't use it at all, maybe it's useful, I can't see anything really good in that ability and I never had situation, when that ability could make something better on battlefield. And people, whom I play against, also don't use it often. It reminds me flaremines - you can say "they have such a good sight ability". It's good only in theory - on practice, it's out of usage at all.
6. Repair. As you said - doctrinal. Doctrinal benefits are out of discussion. I anyway can use non-doc engineers for same purpouses in any moment.
7. Hit the Dirt is one of the most useless abilties in game. Seriously, mention it as "strength" of Cons... maybe you will also say, that "you know what? they can actually shoot! see, they are cool!". Don't be ridiculous, please.
8. Recrewing is good. What about direct combat abilites, which I mentioned in OP? 2 additional unaccurate and slow-shooting rifles doesn't make it better at all, specially with high target size stat.
9. Lol, and other infantry squads can be also equiped with additional weapons! But you know what? They don't need to take shitty doctrines for to get it! So yea, PPSHs are great, but not when I have to refuse from different REALLY useful doctrinal units/abilites for to have it.
10. Recycle-o-matic spam is also doctrinal, as you said. Putted in pretty bad doctrines mostly, again. That's not "strength" side of Cons at all.
And their DPS is horrible! Random low accuracy, incredibly low rate of fire! And they die really fast in combat, because target size allows to kill them pretty fast. So they really should get either survivability boost or firepower buff, like non-doc additional weapons or T3-T4 upgrade, which changes their useless Mosins to SVTs.
Using Penals as main combat infantry? Fine, then let grenade upgrades affect not only Cons, but also Penals. Otherwise - you just making USSR's game more difficult with no reason. Why should I use "combine arms" infantry units for to do same job, that Ostheer Grens can do alone - support with abilites and kill enemy infantry. And Riflemans are able to do it alone.
That idea of "cons-utility, penals-combat" doesn't improve USSR as faction, it gives them nothing more, than additional headache, additional needance of micro more squads and making Soviet gameplay is more horrible, than it is right now. And it is pretty poor right now, with obvious "doctrinal addiciton" and absence of any possbile deffensive gameplay. Don't cripple soviets more, than they are, please!
You just wanna spam cons and call it a day don't you. Get penals or maxims if your having a hard time vs infantry.
Grens can't build sandbags. Grens can't sprint. Grens can't deny cover for only 15 munis. Grens can hardly recrew weapons despite ostheer being the most reliant on them. Grens can't merge into their flamer pios to keep them on the field longer. Its called asymmetric balance.
Cons don't get 1 shotted by explosives on a regular basis like grens. You have a hard time with survivability with cons? Play ostheer for a change.
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Cons have (imo) the most utility in the game. Even more than riflemen.
They can
1 build sandbags
2 sprint
3 molotovs to clear buildings and cover
4 AT nades
5 merge
6 repair (doctrinal)
7 immunity to suppression (HTD doctrinal)
8 6 models per squad which makes recrewing weapons very easy
9 Upgraded with ppshs
10 spammed with soviet infantry recycle-o-matic (doctrinal)
While their DPS is similar to normal grens so they can't really compete with other axis elite infantry. Does this mean they need DPS buff? No, use penals for the AI. They are getting their well deserved buff.
Combined arms is promoted, blobbing is not. Use cons to their full utility and you'll see they are in a good spot
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If they could take the best parts of COH1 and COH2 and put them together they'd have an amazing game.
+1 |
Depending on the build that you choose, ostheer can lose the game in less than 30 seconds against USFs. If it involves a lot of support, one missed flank and all your support weapons will turn against you. |
Now that's true.
Edit: Don't think that will help my games though. 10/10 strategy thread is helpful.
In all seriousness, you need to support it with a stug that can chase down and deal with allied TDs like SU85 FF and Jackson. I rarely go tiger in team games anymore since allied TDs can kite it to death super easily. Supporting it with a pair of pgrens can help too. Ostheer is all about combined arms.
Problem you get with tiger is the amount of time required to repair it. Means you have to get at least 2 pios that are in your base repairing instead of fighting. Also means less men on the field supporting you tiger.
Its a powerful tank but it's not a spearhead unit like some ppl think. Use it on the sides of maps with a stug to support it. That way you won't see many ATGs and you can more easily flank and destroy allied TDs. Don't send it in alone. Don't hit mines. |
How is the Tiger supposed to be played?
In your base repairing |
I also like using them to counter ostheer sniper since they can use their camo to sneak up close and wipe him |
Hey they just respectin' their daddies
Ha-ha well not quite. If grens make the bunker and you buy medics, they'll still heal pios first if there are some within healing range. |
I've had same bugs.
Another bug I just noticed recently but isn't really an issue is that heal bunkers will always try to heal pioneers first even if they are furthest away when the medics come out |