Ostheer in a Nutshell
Posts: 246
This right here is everything wrong with Ostheer, and everything that's been wrong with Ostheer since forever.
Instantly lose the first model at the start of any engagement, lose viable damage after losing a single model, have only worthless <1.0 received accuracy to compensate for lack of a fifth model, and can't recrew anything, ever, unless at full models and full health (the latter because the moment you recrew something at low health and get shot a single time, you've just lost the original unit that was left with a barely living single model).
There is no situation where the four-model squads are an advantage. They are a disadvantage in every imaginable way, from combat with other infantry, to indirect fire casualties, to chasing tanks, and of course, to recrewing and other such utilitarian activities.
All the while, Allied factions have UNWIPEABLE infantry because the damage sharing between five models is so insane that they consistently lose 3/4 health while STILL retaining all five models, then retreat and don't even lose a single model on the run.
To this day, it boggles the mind how three factions could've been added to the game, two with inherently superior five-man baseline squads and another with strictly better four-man squads (which can be turned into five-man squads, because why not pour salt on that wound?) that win against Ostheer squads even out of cover and thus without their damage bonuses, while Ostheer was allowed to remain in this sorry state.
And as if all that isn't enough, the UI indicators also show incorrect info and completely screw you over (in the screenshot, I lost a three-man Pioneer squad upgraded with Flammenwerfer because the HMG on the ground showed that it'd take two to recrew).
What an utter farce...
Posts: 999 | Subs: 1
but on topic... as others suggested in another thread before, maybe a 5th man upgrade for pioneers available at bp3 might be worth giving a thought. this would alleviate the problem of reinforcing team weapons a bit and, at the same time, boost ostheers repair speed to acceptable levels and give a bit more incentive/reward for teching beyond t3.
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If you don't believe that Allies can be wiped too, play a few games as Brits against Ostheer. You will find that both Tommies and Sappers are wiped quite often by stray mortar round or rifle nade.
Untill the 5 man upgrade, availeble at the start of the game and rushed by everyone half-decent and above.
Posts: 2458 | Subs: 1
Sure lets give Ost 5 man grenadiers with increased cost. Also take away T0 MG42, nerf turbo mortar and lock rifle nade behind 30f base upgrade. Same for MG42 LMG upgrade.
Lets just make all factions the same. That would make the game so much fun Kappa
Posts: 3602 | Subs: 1
This right here is everything wrong with Ostheer, and everything that's been wrong with Ostheer since forever.
Instantly lose the first model at the start of any engagement, lose viable damage after losing a single model, have only worthless <1.0 received accuracy to compensate for lack of a fifth model, and can't recrew anything, ever, unless at full models and full health (the latter because the moment you recrew something at low health and get shot a single time, you've just lost the original unit that was left with a barely living single model).
.
In the picture I see a squad with less than half life and only one model dropped.
Posts: 823 | Subs: 3
Posts: 4474
should it be 2 men like it has always been ?
Posts: 3602 | Subs: 1
i still don't get it why is 3 men recrew wasn't 2 in coh 1 and even on the weapon it says 2 was the number bumped up to 3 ? if so when ? and why ?
should it be 2 men like it has always been ?
Team weapon were 3 men squad in Coh1.
Posts: 249
^^taken from steam, regarding a similar thread some while ago. It sums up how i feel about grens, and what the current problems are with Grens.
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Posts: 4474
yea u are right my bad
Team weapon were 3 men squad in Coh1.
Posts: 2458 | Subs: 1
"5 man Ostheer squads?! Noooo, that would make all Armies the same!!!" Because fuck balance and Army design and having fun while playing a certain Army while they're close to each other in terms of balance. Great logic right there.
As I said if Ost gets 5 man squads they will have to give away their faction specific strengths like tech free nades weapon upgrades very good T0 mg, op mortar etc.
Ost isnt even underpowered in current patch anyways. So what "balance" are you talking about?
Posts: 13496 | Subs: 1
As I said if Ost gets 5 man squads they will have to give away their faction specific strengths like tech free nades weapon upgrades ...
Ostheer grenades and weapon upgrades are not "free" they need BP 1 research.
On the other hand Allied call-in grenades are "free" (don't remember if OKW's call-in infatry need a truck for grenades or not).
Posts: 587
As I said if Ost gets 5 man squads they will have to give away their faction specific strengths like tech free nades weapon upgrades very good T0 mg, op mortar etc.
Ost isnt even underpowered in current patch anyways. So what "balance" are you talking about?
Like how brits "give up" double lmg upgrades, mortar pit, t0 lv, cheap healing on the fucking field and a non-doc puma?
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