meaning perhaps the map and adaptation against ostt is not there.
in 2v2, this nerf will kill ostt doctrine again.
![o_O o_O](/images/Smileys/blink.gif)
Posts: 1794
Posts: 1392
imo like ram, ostt is given too much attention. the issue imo is 1v1 top level plays. even then, the issue surfaced on recent wc games.
meaning perhaps the map and adaptation against ostt is not there.
in 2v2, this nerf will kill ostt doctrine again.
Posts: 5279
Your argument actually work the other way around.
If one does not build a single conscript one can save the AT grenade/molotovs.
If one does not building a single grenadier will still have payed the cost for faust/riflegrenade/lmg that is included in Ostheer tech cost.
The only way to actually be accurate in comparing the tech cost across the different systems is to calculate the total cost used across the whole game and assigning to the units used during the game.
But all of that is not very relevant. The simply fact remain that Ostheer do not actually have an early advantage because of tech.
4 conscripts builds work just fine but 4 grenadier builds do not work.
The argument that grenadier are cheapest mainline infatry (they are not) and ostheer have an advantage because of that is simply mute.
Posts: 1116 | Subs: 1
Its strange to me that osts stuff included with tech somehow inflates their tech costs and you are "paying extra, just don't have a choice not to" when every single other instance of stuff being added to to be included with tech didn't increase tech costs. 7 man in t4 costs the exact same as pre 7 man. When volks got stgs, flame nades and snares their tech costs were not adjusted to accommodate this "totally paid for and not free" additional content....
Posts: 17914 | Subs: 8
Tbh here, I never understood all this free and paid stuff shenanigans. We cant lets say compare ost free unlocks to UKF\USF free stuff. Aswell as we cant compare soviet free stuff to OKW free stuff.
All that matters at the end of the day - how fast factions can reach their first tank. Right now, if we consider realistic play, with all usuall side grades, free grades, weapon upgrades and so on. All the faction more or less have fair timing in terms of how fast they can have\get their armor and armor counters.
I think this is what matters the most.
Posts: 5279
Tbh here, I never understood all this free and paid stuff shenanigans. We cant lets say compare ost free unlocks to UKF\USF free stuff. Aswell as we cant compare soviet free stuff to OKW free stuff.
All that matters at the end of the day - how fast factions can reach their first tank. Right now, if we consider realistic play, with all usuall side grades, free grades, weapon upgrades and so on. All the faction more or less have fair timing in terms of how fast they can have\get their armor and armor counters.
I think this is what matters the most.
Posts: 8154 | Subs: 2
All that matters at the end of the day - how fast factions can reach their first tank.
Posts: 17914 | Subs: 8
snip
Posts: 1116 | Subs: 1
Actually, if we consider side unlocks that are mandatory meta, ost will hands down get med earliest, its not even funny how much faster if they get that AEC/Stuart/T-70 on a teller early, preventing them from losing map control in early mid game.
That's too simplistic and detached from what happens in the game, which has given us our current meta state.
Posts: 8154 | Subs: 2
Well, it is what it is. While you are right in way, still in current meta, no matter if you like or hate it, all factions more or less have fair timings of all nessesry tools the need. Execution of this might be far from being perfect, but the point point is still remains the same, that over-all free or payed grades are somewhat compinsated evenly across the faction.
So "X gets Y for free, while Z have to pay", arent really helping anybody.
Posts: 5279
So "X gets Y for free, while Z have to pay", arent really helping anybody.
Posts: 69
Merge with only team-weapons is also an interesting idea, also Cons should only be able to merge with team-weapons too. (and other cons)
Edit:
Other idea:
- need CP1.
- build-able in HQ
- 210mp
- 5men squad -> 6th men passive with battle-phase-2
- LMG42 removed
- 2 weapon-slots
Other idea:
- make them non-doc (Osttruppen-Commander gets Beute-T34/76 as call-in | Def.-Commander gets hull-down instead)
- build-able in T2
- 200mp
- 6men squad
- LMG42 removed
- 2 weapon-slots
Posts: 1116 | Subs: 1
Soviets and OKW are in their current position due to their tech. Check how much you spend in tech to get T2 + Conscript upgrades + T3 + T70 vs OKW going mechanized + P2. There's a reason also why OKW is getting more accessible medics as well, cause both USF/UKF can deal with mechanized in an efficient way.
at the end of the day the molitov is "only" 80mp and 10 fuel, but its an extra cost that directly inflates the cost of cons.
pretending its not an additional cost helps even less.
Posts: 1392
how about this
-built at t1
-200 mp
-6 man squad
-lmg42 removed
-squad reinforce cost increased from 16 to 18
-t4 "All out war" cost bonus removed
-New upgrade added "Ostlegionen" (costs 60 munitions requires Battle phase 1)
Osttruppen gain:
squad size increased from 6 to 7
out of cover penalty removed
reinforce cost decreased from 18 to 16
Posts: 176
Posts: 1794
Posts: 179
Posts: 1289
People thinking Gren is the weakest mainline in the game.
Am I the only one who think Gren would be fine, just by reduce popcap 7 to 6?
Posts: 5279
Pioneer Medkits are redundant and serve extremely limited purpose in the current game. Being available on both Grenadiers and Ostruppen limits their utility to Assault Grenadier openers and 2x Pio, 2x MG42 openers, both of which make dubious use Medkits.
Some Alternatives:
Destroy Cover: With all the discussion about sandbags, I think there needs to be some consideration for easier ways to destroy them early on. Being able to clear opposing cover to give your MGs good sight lines and deny enemy cover would be a useful addition to the faction.
Repair Critical: A missing ability in the faction, Repair Critical would make those early vetted Pioneers more valuable for getting your vehicles back into the fight.
Salvage: Probably unlikely, but it would be a nice way to get a small income boost with Ost.
Also, maybe you can give Rear Echelons a more useful ability while you are at it.
Posts: 176
People just secretly want to play other factions with run and gun or a move main lines, but dont want to admit it.
In relation to grens i think that sections need a hammer and anvil approach with double slots or 5 men, not both. I say rifles are mostly fine imo. And put self heal back to vet 3 on volks.
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