You could lock shreks to T2, seems pretty reasonable.
Making T2 cheaper isn't a good idea because flame half track rush.
But I do think it's easy to counter, people just need to learn how to read it and what to build. |
But when people start countering it propperly, normal T2 builds will become more solid again.
Part of the advantage of it is the PGs come out and provide good shock value against infantry which are trying to dig out your MGs.
I think if allies use M3, UC and M20 against this strat, it will force you to get a very early shrek (you dont even have snare), which prevents that first PG having an impact in the infatry battle (also no muni for bundled nade if you went fast shrek), so now their infatry should push you and your MGs off the map.
A single shrek squad isnt even that solid a counter to those lights, yes it will push them away, but they can go harass elsewhere, all the while they an focus you PG squad and force it to retreat.
There is definately a window to exploit before you have 2 squads with shreks. |
I think T2 skip seems OP at the moment because it is a pretty hard counter to allied infantry spam swarms, which was meta for a good while. So people still doing normal builds and getting hurt by this kind of strat.
But it is entirely counterable. |
Making them buildable wouldnt slow them down THAT much, because the build time is not that different to the added walk time from edge of map vs from your structure on many maps. |
The point of Panther for Ost is to provide flexible manouverable and reliable AT, thats able to chase and kill crippled vehicles, and respond to aggresive armour pushes defesnivley.
Its not meant to be the main AT damage dealer in your army (See: paks, shreks, stug, elefant), all of which are somewhat slow or awkward and need the Panther at times to help finish things.
So it needs armour and speed, it doesnt need DPS for its intended role. So they would be very bad changes.
Its not meant to be spammed. Even 2 is a lot. |
Between shreks and incendiary rounds on MG, its pretty strong vs light vehicles, I use commanders with camo in, for the infantry sprint, makes closing the distance with shreks a lot easier, and also getting a faust off to snare it first.
Another thing that makes going PGs extra good is as they come out they add considerable anti inf power to your force, really helping to solidify late early game, but then you can upgrade them when needed to shreks, covering their lost role with probably an Ostwind, it just flows super nice. |
Two ISCG is solid counter to emplacements, support with lots of volks and probably 2 rakketens. They fire more accurate if you have vision on the target, you can stealth a rakketen and sneak it slowly towards their lines until you can spot your target.
If you can smoke the emplacement to provide cover and if its coming out of brace, get your volks to throw flame nades onto it. |
What sucks about current state, is its going to absolutley ruin low level players, with zero effort involved from the guy using it. |
Yes, that's what I try to do, but there are situations where the somewhat faster field medkits would come handier, mostly when you need to hurry or when in enemy/neutral territory.
You know a unit can use med kits on another unit..? So if you like using them, keep a gren around to play medic for the PGs. Its never a bad idea to have fausts near by anyway.
|
I experienced the opposite of this where the Tiger ace wouldn't attack infantry targets automaticly with the main gun at all, regardless of priority setting.
YES!! I thought I was going mad, Tiger Ace has some problems auto attacking, must be something to do with the spearhead ability. Possibly using attack move on it will help, but it's really annoying, enough to not want to use it.
Additionally, if your turret is facing backwards and you activate spearhead, it magically flicks to front position, not that big a deal I guess, but a bit weird. Potentially could be abused. |