Obersoldaten UP
Posts: 758
Posts: 600
every time i see those super duper soldiers come into the battlefield i shit in my pants cuz i know they are gonna tear up my infantry like a hot knife thru butter
Just get a Scott and wait for it to wipe them when the clump
Posts: 758
Just get a Scott and wait for it to wipe them when the clump
or a sherman (E8 version included) if i recall those guys cant buy panzershrecks =) but them super duper soldiers may be supported by armor...
Posts: 1484
Posts: 1891
Ever used Tactical Assault on retreating, low health units?
Posts: 622
Nothing is wrong with Obers; you just need to purchase the LMG.
its performance and cost doesn't match, after you build it you need wait for another min for them able to fight in front line and 50mp per placement is too high with a time when they hit the battlefield there is usually so many things able to wipe them out. also before it is op because they can stand in HMG arc and kill the HMG no problem, but right now, its damage and hip fire is nerfed, and HMGs is buffed, also this unit have 0 AT ability to help out the rest of the army to slow enemy armor. also OKW is munition hungry faction as it have lower munition income compare to other factions.
Posts: 1122
Vet 5 obers? Just build a scott.
Posts: 3103 | Subs: 1
Ever used Tactical Assault on retreating, low health units?
Just imagining it makes me laugh raucously.
Posts: 192 | Subs: 1
Obers are great when supported, like pretty much every OKW unit except like the PIV and Panzerfusies.Oh you just gave me an idea on what to try next as OKW
Posts: 2396 | Subs: 1
If any buff would make them OP, then just decrease their price. It's not that they are UP, they are rather not worth building for some reason. I think a price adjustment would settle things. Or, the lmg upgrade must be more accessible pricewise.
Posts: 1216
First, reduce the veterancy rate of all OKW units.
Second, slightly reduce Obersoldaten cost while slightly reducing fighting effectiveness.
Third, Obersoldaten gains a radius that boosts things like veterancy rate to all nearby units.
This makes Obers an supporting infantry squad to all surrounding units, and works on the opposite concept of USF officers: rather than gaining XP from nearby units, it allows nearby units to vet faster. You will always want at least one of them in a game because that means your other units will become veterans faster.
What this means is the Ober squad becomes less of another anti-infantry killing machine and more of a benefactor to the entire army. Strategy around the Ober then makes it one where you'll aways want such a unit around, but must consider its costs relative to what your army can get from it. Moreover, the enemy can deny this advantage by targeting the squad, which still has 4-man size and no anti-tank capabilities of its own.
In a typical game then, any player spotting an Ober squad will know that the opponent has spent the resources to improve the rest of his units. This might end up being a trivial issue if you can quickly destroy his better units and keep him on his toes- a few units with greater vet gain won't always be a powerful benefit if he just keeps losing units.
The rationale behind this idea is that Obers are meant to portray veteran troops, and this method of designing Obers sort of reflects that. They can perform combat roles, but it is neither their forte, and neither would you be using your investment efficiently.
Posts: 3602 | Subs: 1
They are always there if you can't get any other elite from doctrines. Making them more potent / cheaper and people will simply spam them again.
I'm not playing with them (not playing OKW), I agree they deserve a better spacing but I see so many players just A-moving them like they were still the terminator they use to be before that I think the main issue comes more from the player than the unit.
Posts: 987
Dunno why they should cost less / be more potent, they are non-doc and you can get them after unlocking a 80 fuel truck around 8 min (1st truck is fuel free).
They are always there if you can't get any other elite from doctrines. Making them more potent / cheaper and people will simply spam them again.
I'm not playing with them (not playing OKW), I agree they deserve a better spacing but I see so many players just A-moving them like they were still the terminator they use to be before that I think the main issue comes more from the player than the unit.
Play as OKW, build some Obers and THEN write your opinion on them.
You have to earn the right to an opinion by gaining knowledge first, then analysing it. You only have one perspective so you don't understand this issue. Play 20 games as OKW, see how those Obers work.
Also, "Obers spam" was never a thing, so your fear of people spamming them again is unfounded.
Posts: 1617
Posts: 3602 | Subs: 1
Play as OKW, build some Obers and THEN write your opinion on them.
You have to earn the right to an opinion by gaining knowledge first, then analysing it. You only have one perspective so you don't understand this issue. Play 20 games as OKW, see how those Obers work.
Also, "Obers spam" was never a thing, so your fear of people spamming them again is unfounded.
What about your opinion since you only play with them and never against them with USF, your opinion is as relevant as mine. You probably know how you are using them but I know better how the majority of 1vs1 OKW players are using them since I'm facing them in 1vs1. And it is not amazing.
Saturday I face a player from this forum in 1vs1 who was using them as a kind of main line infantry after some time, no cover usage, a-move, no insta-retreat when facing armor and not supported by ATstuff.
People are also complaining about Scott insta-wiping the squad which is 99% bullshit, many many times, the Scott fire 2 or 3 times before touching a squad moving, and sometime the 4th shot is a headshot, but the Scott shot 2-3 times before. Which means 2-3 warnings not taken in account. Many people are counting on their luck, it miss 1, it missed 2, miss 3, and it gonna probably miss again and again until it doesn't miss and wipe. If people were retreating in time vs a scott, or going cover, they would not suffer those wipes.
Posts: 770
Dunno why they should cost less / be more potent, they are non-doc and you can get them after unlocking a 80 fuel truck around 8 min (1st truck is fuel free).
They are always there if you can't get any other elite from doctrines. Making them more potent / cheaper and people will simply spam them again.
I'm not playing with them (not playing OKW), I agree they deserve a better spacing but I see so many players just A-moving them like they were still the terminator they use to be before that I think the main issue comes more from the player than the unit.
Not playing the okw completely invalidates any argument. even so it doenst take a math genius and just a quick trip to the coh 2 stats that baseline obers ae rather cost ineffective.
Posts: 770
Here's a random thought that might add some novel use out of Obers:
First, reduce the veterancy rate of all OKW units.
Second, slightly reduce Obersoldaten cost while slightly reducing fighting effectiveness.
Third, Obersoldaten gains a radius that boosts things like veterancy rate to all nearby units.
This makes Obers an supporting infantry squad to all surrounding units, and works on the opposite concept of USF officers: rather than gaining XP from nearby units, it allows nearby units to vet faster. You will always want at least one of them in a game because that means your other units will become veterans faster.
What this means is the Ober squad becomes less of another anti-infantry killing machine and more of a benefactor to the entire army. Strategy around the Ober then makes it one where you'll aways want such a unit around, but must consider its costs relative to what your army can get from it. Moreover, the enemy can deny this advantage by targeting the squad, which still has 4-man size and no anti-tank capabilities of its own.
In a typical game then, any player spotting an Ober squad will know that the opponent has spent the resources to improve the rest of his units. This might end up being a trivial issue if you can quickly destroy his better units and keep him on his toes- a few units with greater vet gain won't always be a powerful benefit if he just keeps losing units.
The rationale behind this idea is that Obers are meant to portray veteran troops, and this method of designing Obers sort of reflects that. They can perform combat roles, but it is neither their forte, and neither would you be using your investment efficiently.
Thats nice but we don't need a support unit at his point but infantry that can stand against the other factions elite infantry.
Posts: 4951 | Subs: 1
What about your opinion since you only play with them and never against them with USF, your opinion is as relevant as mine. You probably know how you are using them but I know better how the majority of 1vs1 OKW players are using them since I'm facing them in 1vs1. And it is not amazing.
Saturday I face a player from this forum in 1vs1 who was using them as a kind of main line infantry after some time, no cover usage, a-move, no insta-retreat when facing armor and not supported by ATstuff.
People are also complaining about Scott insta-wiping the squad which is 99% bullshit, many many times, the Scott fire 2 or 3 times before touching a squad moving, and sometime the 4th shot is a headshot, but the Scott shot 2-3 times before. Which means 2-3 warnings not taken in account. Many people are counting on their luck, it miss 1, it missed 2, miss 3, and it gonna probably miss again and again until it doesn't miss and wipe. If people were retreating in time vs a scott, or going cover, they would not suffer those wipes.
If you played OKW you would know a couple of things;
-Obers lack utility compared to the rest of OKW's infantry options (the best thing on them is the booby trap point)
-This lack of utility means they have to be very good at their 1 roll
-They are just good at their 1 roll
-When it comes to specialist units being only "good" at the 1 roll they can preform is a death sentence because the theory behind specialist units is that they are useless for anything else which justifies them being excellent in their 1 roll
-OKW has a lot more AI options than previously
-Thus the reasons for making Obers is few and far between.
They have what I like to call "The Curse of Mediocrity" they occupy that space between "excellent" and "bad" units were you don't often see them because people will ALWAYS want to make the best unit they have available to them which most of the time isn't Obers.
Posts: 100
They ARE good at killing infantry.
They were well over the top at it.
Blobs don't really exist any more unless its OKW blobs, pair of obers still murder mercilessly maxim from the front.
Blolbs dont really exists??? Are you playing CoH2?
Posts: 17914 | Subs: 8
Blolbs dont really exists??? Are you playing CoH2?
You had MG42 put to T0 and still avoid building it?
Same for MG34.
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