"Cheer up, man" - IR Halftrack
At least it is useful when 4v4 turns into artyfest.
5-man irregulars, anyone?
Posts: 1605 | Subs: 1
"Cheer up, man" - IR Halftrack
Posts: 17914 | Subs: 8
"Cheer up, man" - IR Halftrack
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This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
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I will simply lol at anyone expecting such a change to a 2 year old general use infantry.
Equally possible are pershing for USF, IS-3 for soviets or ober nerf for OKW.
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Ost have 99 problems but Grens ain't one
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This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
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Posts: 81
This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
Posts: 1554 | Subs: 7
This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
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+1
All problems of Ostheer in a nutshell.
What I want to add concerning overpriced teching: When I recall correctly, Relic has increased teching costs of both SU and OH in order to slow down the overall teching pace. They intended to give Early Game more time to develop and to delay mid/heavy armour. This patch was introduced in March, 25th 2014 in the times of vCoH2.
Now that we have Western Front Armies things have changed since both new factions can tech up faster, especially USF. And especially in the matchup OH vs USF this incongruity becomes evident. Due to not fixing this issue most OH players were forced into the meta we know: T1-> T2-> Tiger because teching was too expensive as well as inefficient since you only have to wait a few minutes to get out a Tiger before producing a Panzer IV.
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Actually OKW have the fastest teching in game, no competition to that.
Everything else is correct.
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Only because the first truck they get is free (and if they didn't get it for free Scout Car rush would win every time versus OKW).
USF tech's just as fast to T3 from t1 or t2.
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But they do and nothing you say in the defense will change this fact.
OKW have fastest teching in game.
You can't argue that but I know you will anyway.
And no, USF tech isn't as fast.
Its faster then sov or Ost, but not as fast as OKW.
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This. Giving Grenadiers a fith man would be the wrong approach because the problems with this faction lie elsewhere. The inability of the MG42 to supress, the sniper beeing knocked out by just looking at it, the lack of proper maps for Ostheer, the overpriced teching along with the usual bad early game for them, ...
I like the 4 man Grenadier squad. It actually feels a bit historically acurate and unique and makes infantry engagements very tactical as you have to care about each member, rather than just moving my blob of 5 model Volks forward. Ostheer is designed as a faction which relies heavily of combined arms and I'd like to keep it that way (in fact more factions should be like that).
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OKW techs the fastest from t0 to t1 or t2 because the first truck they get is free. USF techs faster to Major (t3) than OKW does from the Mechanized HQ or the BG HQ.
If you get a LT first than you can get a major before the OKW opponent gets a Schwer. But if you make a unit then obviously you wont, but if OKW makes a fuel costing unit and you don't you will get there faster.
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OKW techs the fastest from t0 to t1
If you get a LT first than you can get a major before the OKW opponent gets a Schwer. But if you make a unit then obviously you wont, but if OKW makes a fuel costing unit and you don't you will get there faster.
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Point is, they are quite similar is speed of tech BUT once OKW launch muni->fuel we have a different story.
What's more, T1/T2 has no meaning for OKW while Lt/Cpt is a huge difference. If USF player goes for Cpt/Mjr then no doubt that Schwerer will be a way faster.
OKW can not give a flying about building anything that cost fuel, thus faster T3 in maaany games
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