Bolster simply needs a redesign. Having an ability that make 4 men and 5 men squad come at the same price is bad design.
Both the prices for UKF 4 men and 5 men squad are off.
Tommies should just continue to be produced with 4 men after bolster, but can be reinforced up to 5.
Would discourage just spamming tommies rather than encourage it. |
Just a guess, but looks like he tries to go prone to take a shot, but in a depression, so when he gets down, the shot is off. Then he gets stuck in a loop between trying to go prone for shot, then not being able to see enemy. |
I wouldn't mind seeing smoke back on rifles, makes them feel like they should much higher threat and able to pull large flanking manoeuvres. infantry smoke is rare now from USA and that feels wrong. It's almost their signature ability. |
Panzerschreck has no use on PGs: A weapon with 35 range vs. vehicles with 40+ range on a 340 manpower super fragile elite unit is a total waste of ammo and manpower. AT gun or StuG is always better.
Some situations its really useful. You can field several PG, giving you great AI power, then lets say enemy has loads of AT, armour is sometimes too overpowered, if they dont have great AI, suddenly shreks become great.
Also you can use sprint on the PG to get into close range quickly. Also I like to combine with sprinting Grens for faust. |
Exactly, Ost mg and Ost sniper are both great, grens provide the glue to keep these units safe, they have the best snare after all. They also have quite a good nade, all for free. |
It doesn't worth playing 2v2 random at all, the partner always do his own stuff not even treated it as a teamwork, meanwhile mataching opponents arranged team having 2v1 co-op attack all the time.
These days I only really play 2v2 random as Ost. Yes it's often painful, if I can manage to claw my rank up around the 500s, it feels better cos you get more competent team mates. But unfortunately I'm currently down below you and there are a lot more rubbish team mates which makes getting back up the ranks harder. |
Storms can perform their role very well, but it is a lot harder to execute and involve way more risk of them getting wiped from many sources, that I totally agree with. That's the main reason I would rather stick with PG most of the time.
Any cqc or ambush unit with low model count and no strong armour is super risky for getting wiped. |
I might not be helping, but how much ram do you have? I think that has a big impact on getting bugsplats. |
Panther is for pushing off pesky allied flanking vehicles, chasing heavily wounded tanks that got hit by paks/shreks etc, cheeky dives to kill katushkas.
It performs all these types of duties excellently, while being very user friendly and having great atributes and abilities for getting it out of trouble and evacuating to safety.
What its not supposed to do is sit in a fire fight with units designed to kill armour, like TDs. |
Where people fall down with the Panther is they dont understand its design intention within the Ost faction.
Its not meant to be your main punch in any shape or form, so dont directly compare it to opposing units.
Ost has really strong units and abilities when it comes to killing armour, what they dont have bags and bags of, is manouvability!
This is what your paying for with the Panther, an extremely mobile unit in a fairly slow faction. It has enough armour to get it into, and out of killing range to finish off enemy units.
Its not intended just to slug it out with heavies or tank destroyers. These reasons are why it has slowish rate of fire.
This is why Ost also has had slower repairs, your being punished by taking too much damage with your big tanks, you should try to avoid taking damage as much as possible. Where as allies tactics is to pressure with your armour, soaking up some damage, then pull back and quickly repair. |