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Which units n abilities have never been OP ?

21 Jan 2015, 15:57 PM
#41
avatar of Imagelessbean

Posts: 1585 | Subs: 1



And i always thought this could be added to the Community defensive commanders.


The problem with the fields was that it prevented retreat. If you were crawling through the field and you wanted to retreat the infantry had to crawl back out. Also incomplete fields functioned well so they could be spammed at roads. Made inf play boring since it was a wall. Also vehicles often bugged out in wire fields and failed to crush it.

82mm and 120mm precision strike was OP when damage got doubled, cause balance. Also always decrew of weapon before Ost buffed to 4 man squads.
22 Jan 2015, 03:48 AM
#42
avatar of DakkaIsMagic

Posts: 403

Penals, Irrgs.
22 Jan 2015, 03:51 AM
#43
avatar of Basilone

Posts: 1944 | Subs: 2

Penals, Irrgs.

Penals were OP way back in the day. The satchel charge timer was super short.
22 Jan 2015, 03:56 AM
#44
avatar of ilGetUSomDay

Posts: 612

USF light AT mines.....Ostheer Smoke Airdrop...Major Arty Barrage....Hull Down.


The light AT mines are useful, just only on ice Kappa
22 Jan 2015, 05:24 AM
#45
avatar of Mr. Someguy

Posts: 4928

Penals were OP way back in the day. The satchel charge timer was super short.


There was also a time where they beat Grenadiers at all ranges unless the Grens had an MG. You could make Penals man an MG 42 and the 5 Penals on the back would be able to kill a Grenadier squad that flanked it.
22 Jan 2015, 12:30 PM
#46
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



The light AT mines are useful, just only on ice Kappa


Wrong, they don't break ice.
22 Jan 2015, 21:42 PM
#47
avatar of ilGetUSomDay

Posts: 612



Wrong, they don't break ice.


Hence the Kappa :D
22 Jan 2015, 22:29 PM
#48
avatar of Lichtbringer

Posts: 476

Ostheer Sniper in general, but especially the vet 1 ability.

Hulldown (even though its pretty buffed right now, if it was in a Tiger commander I guess we could see it).

OH WAIT! GERMAN MORTAR COUNTERBARRAGE! Have I won this thread now?!
(The german mortar in general was never OP I think (more always a good but not OP must have option).

The Ostwind never had its moment of fame I think. Mediocre at best, underpowered(/used) the most time.

German Camouflage (same as Hulldown, maybe if it was in a different commander, right now costs too much muni).

Riegelmine (even though I think its pretty good).



Rapid conscripton and equivalents!



I guess only rapid conscripton, and the Sniper and Mortar vet1s were always useless.
Hulldown, Riegel, Camo, Ostwind are kinda usefull, but never had their moment of fame/were OP/were complained about and then nerfed.
22 Jan 2015, 23:26 PM
#49
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Ostheer Sniper in general, but especially the vet 1 ability.

Hulldown (even though its pretty buffed right now, if it was in a Tiger commander I guess we could see it).

OH WAIT! GERMAN MORTAR COUNTERBARRAGE! Have I won this thread now?!
(The german mortar in general was never OP I think (more always a good but not OP must have option).

The Ostwind never had its moment of fame I think. Mediocre at best, underpowered(/used) the most time.

German Camouflage (same as Hulldown, maybe if it was in a different commander, right now costs too much muni).

Riegelmine (even though I think its pretty good).



Rapid conscripton and equivalents!



I guess only rapid conscripton, and the Sniper and Mortar vet1s were always useless.
Hulldown, Riegel, Camo, Ostwind are kinda usefull, but never had their moment of fame/were OP/were complained about and then nerfed.


Conscription used to give penals, so it was pretty broken OP with the 360 manpower penals. " You wiped my conscripts, now die to their evolved form!"
23 Jan 2015, 00:04 AM
#50
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Hence the Kappa :D


I entrepreted that their only "possible" use was on ice. I guess those little AI mines from the defensive commander are way better :D
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