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Ostheer weaknesses

7 Sep 2016, 00:47 AM
#61
avatar of Svanh

Posts: 181

What if they just made a side grade that both flavours of grens got +7 HP per tier unlocked?

Explosive weapons destroy all squads with RNG but it would make then slightly more resilient and cost efficient without making them dramatically different. I don't really like the idea of giving a unit more than the traditional 80hpts but it seems the least invasive way to give them a slight buff that doesn't throw things out of whack

Your standard bolt-action rifle in CoH2 does 16 damage, requiring five shots to kill an infantry model. A +7 health increase means that those same rifles now require six shots to kill, making your infantry 20% more durable against all similar weapons (a nerf to Conscripts, Infantry Sections, Grenadiers, Obersoldaten, etc.). A second health bonus of the same amount would bring durability against non-bolt-action rifles up to the same level.

By somewhat solving the squad-wipe problem for two units, you've made those units more durable than they need to be, throwing off infantry balance completely.

A simpler solution would be to just modify all artillery weapons and tank guns to have a small or non-existent kill radius against infantry while being able to hit them more consistently or move most vehicles' anti-infantry capabilities to their MGs. This would avoid throwing off infantry v. infantry or vehicle v. vehicle balance and would probably also improve the issues with light vehicle balance.

Improving the squad spacing of four-man squads would also help.
7 Sep 2016, 07:10 AM
#62
avatar of Katitof

Posts: 17914 | Subs: 8

What if they just made a side grade that both flavours of grens got +7 HP per tier unlocked?

Explosive weapons destroy all squads with RNG but it would make then slightly more resilient and cost efficient without making them dramatically different. I don't really like the idea of giving a unit more than the traditional 80hpts but it seems the least invasive way to give them a slight buff that doesn't throw things out of whack

We've had 2% health bulletins in the past for infantry.
There was not many things more overpowered then that.
Going over 80 standard hp creates great imbalance instantly and breaks all engagements.
7 Sep 2016, 07:31 AM
#63
avatar of ullumulu

Posts: 2243


We've had 2% health bulletins in the past for infantry.
There was not many things more overpowered then that.
Going over 80 standard hp creates great imbalance instantly and breaks all engagements.


why is it op if grens become more durable...but if u can upgrade IS to a 5. model...it isn`t?

Isn´t the IS with theire 4 models more durable as grens? > they are!

Cant the IS get super effecitve vs infantery or tanks...or good effective vs both? ask the grens...they can get only good effective vs infantery.
7 Sep 2016, 10:16 AM
#64
avatar of Bohewulf

Posts: 82

It seems to me that there is still some underestimation of the problem: The susceptibility of 4-man squads to wipes does not only lead to a higher manpower bleed. In addition, it also means that 4-man squads "level" indirectly much slower (due to being wiped more often).

It is no coincidence that in an average game you will find vet3 units among allied inf much more often than among German 4-man squads.

So there really is nothing to argue. The 4-man squad is a huge disadvantage, the slightly better rec_accuracy value does in no way balance this. The question is: Is this disadvantage justified or is it not.
7 Sep 2016, 10:45 AM
#65
avatar of Stug life

Posts: 4474

It seems to me that there is still some underestimation of the problem: The susceptibility of 4-man squads to wipes does not only lead to a higher manpower bleed. In addition, it also means that 4-man squads "level" indirectly much slower (due to being wiped more often).

It is no coincidence that in an average game you will find vet3 units among allied inf much more often than among German 4-man squads.

So there really is nothing to argue. The 4-man squad is a huge disadvantage, the slightly better rec_accuracy value does in no way balance this. The question is: Is this disadvantage justified or is it not.
it's obviously justified by the better late... Gam.... Ho wait
7 Sep 2016, 14:46 PM
#66
avatar of ABlockOfSalt

Posts: 70

Yes more health is a bad idea now that the math is laid out. The general concept would be that they are durable as the game goes on and can absorb some of that double bar/double vickers/double bren/doublemint punishment but realistically limiting those elements would go farther than just escalation of stats.

Squad spacing, LMG limitations on infantry and some normalization of AOE would all be welcome to help out the OST as a whole.

I liked the Mirage-Fla edit that just buffed the MG's on the T34 as a way to deal with infantry better that didn't require the maingun to be buffed. I think something similar could happen across the board. This would obviously not play well with things like the Sherman's HE round which is designed to roll on the RNG table until you get a squad wipe.

I'd also like to see mortar damage reduced but the aoe be slightly larger so that even if the mortar hits dead in the center of the fresh and healthy squad you aren't going to lose them due to RNG.

I feel OST vs SOV is a pretty solid match up at the moment. The WFA/Brit power creep is what gives the biggest headache
7 Sep 2016, 15:36 PM
#67
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



why is it op if grens become more durable...but if u can upgrade IS to a 5. model...it isn`t?

Isn´t the IS with theire 4 models more durable as grens? > they are!

Cant the IS get super effecitve vs infantery or tanks...or good effective vs both? ask the grens...they can get only good effective vs infantery.


1-4man IS are more expensive from the get go and only work while in cover (you get penalties, not buffs, while out of cover and on the move).

2-IS can be effective against infantry through upgrades. BUT you DON'T WANT them as AT. No snare and expensive to reinforce makes them undesirable to put PIATs on them. That's why you have RE which are stupid op at vet3 for that role.

it's obviously justified by the better late... Gam.... Ho wait


It's supposed to be: easier access to units/upgrades and stronger support weapons which leads to a better combined arms army (sniper-mg-pak-mortar).
Problem is USF get's turbo mortar 2.0 with stupid vet1 instead of crappy short range smoke platform. If we talk about teamgames, UKF tends to get carried early on by either USF or SU which leads to their good late game capabilities (or if the map and mode allows it, to camp with emplacements).

Squad spacing, LMG limitations on infantry and some normalization of AOE would all be welcome to help out the OST as a whole.

I feel OST vs SOV is a pretty solid match up at the moment. The WFA/Brit power creep is what gives the biggest headache

+1
8 Sep 2016, 10:07 AM
#68
avatar of Archont

Posts: 96

OSTHEER strong
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