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5 man gren g43 blobs

13 Dec 2018, 22:58 PM
#1
avatar of griezell

Posts: 125


i cant see how this kind of blob mode is ment to be playd in this game like this. i like the patch so far but this isnt somting that is fun
14 Dec 2018, 00:08 AM
#2
avatar of Storm Elite

Posts: 246

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?

Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.

So anyone blobbing Ostheer units isn't going to get far.

The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.

So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.
14 Dec 2018, 00:14 AM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

You realize that four-man squads are 100% unviable and can accomplish absolutely

So that's why Ost got lowest win rates in all tournaments across all factions since forever.
Oh wait...

Regaring OP, bring HMG and put it behind green cover.
14 Dec 2018, 00:20 AM
#4
avatar of August1996

Posts: 223

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?

Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.

So anyone blobbing Ostheer units isn't going to get far.

The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.

So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.


God mode IS 5 man double Bren squads says hi
14 Dec 2018, 00:26 AM
#5
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?

Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.

So anyone blobbing Ostheer units isn't going to get far.

The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.

So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.


Jesuschrist.
Dude just play OKW, I wanna see what stuff you find to complain about them, that the Allies have but you don't as them.
14 Dec 2018, 01:09 AM
#6
avatar of Storm Elite

Posts: 246


Jesuschrist.
Dude just play OKW, I wanna see what stuff you find to complain about them, that the Allies have but you don't as them.


What "the Allies have" is five and six man squads that literally never get wiped.

This is and has been the problem literally since the release of the Western Fronts Armies.

At the game's initial vanilla launch, this wasn't as obvious because Soviet squads had many models but had absolute trash performance per-model, thereby balancing things out.

But throughout the game's lifecycle, all factions got progressively more powerful, including Soviets, while Ostheer squads remained four-man and instantly wipeable by everything from a single Mortar shell to a grenade and to just direct rifle fire on retreat -- something not a single Allied squad ever has to fear.

This is a foundational game design flaw that was never addressed. It isn't "they have a certain unit/weapon/etc. we don't."
14 Dec 2018, 01:39 AM
#7
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?


I have a feeling this is incorrect.
14 Dec 2018, 01:45 AM
#8
avatar of Cresc

Posts: 378

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?



o_O
14 Dec 2018, 02:02 AM
#9
avatar of addvaluejack

Posts: 261



Jesuschrist.
Dude just play OKW, I wanna see what stuff you find to complain about them, that the Allies have but you don't as them.


OKW is strong, but it lack robust close fighter like shock troops or ranger, even Ost get the new stormtroopers.

I think OKW has the infantry advantage is WAD because their medium armor comes later than other factions.
14 Dec 2018, 02:54 AM
#10
avatar of spajn
Donator 11

Posts: 927

No other army can lose so quickly to RNG as ostheer... even if you retreat your squads when they lose a single model they will STILL get wiped at 3 man from random tank shell, mortar etc at late game... it is all just based on luck. But thats how the game is designed.

Relic noticed everyone wanted to play as the national socialists when player searches was 90% axis all the time so they had to nerf them into the ground so the "cool" army that everyone wants to play is the most difficult one so now player search is more 50% axis 50% allies.

Even battlefield 5 face the same problem... everyone would always pick axis so they made it impossible to choose side and all axis weapons are available for allies too.
14 Dec 2018, 03:57 AM
#11
avatar of GreyKnight93

Posts: 84

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?



Ahahaha HAHAH HAHAHA!!!! Wait you serious? 4 man squad are unviable ? Play more my friend.

Till today, and this came from Osteer main for the axis side, i rely more on my double Grenadier more (Sometimes triple if needed) on the assault until i saw they change tactic then i switch to pzgrenadier. Seriously i personally think 5 man gren is really dumb. Strategy should be used on adapting what field your opponent brings out. Not like "I want my grenadier to hold out a blob of shocktroopers"
14 Dec 2018, 04:33 AM
#12
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


while Ostheer squads remained four-man and instantly wipeable by everything from a single Mortar shell to a grenade


Zero mortars are currently capable of wiping a full health gren squad. The mortar shell itself has to directly hit a model in order to kill it. Only bunched squads are liable to wiped by mortars and grenades, and that can happen to anyone.

The rifle-nade is well known for being one of the best at wiping squads in light cover, so its ironic as hell for you to make this argument.




and to just direct rifle fire on retreat -- something not a single Allied squad ever has to fear."


Grens have smaller target sizes than 2 of the 3 allied mainlines.

14 Dec 2018, 06:37 AM
#13
avatar of porkloin

Posts: 356

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?

Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.

So anyone blobbing Ostheer units isn't going to get far.

The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.

So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.


The 4 man gren squad is completely viable, but is less forgiving in execution. The major difference between the 4 man grenadiers and their allied counterparts is that, once the shooting starts, you have much less time to position your squad. Grenadiers have roughly 2/3 the health pool of a 6 man squad, but the target size is only about 1/6 smaller. To even out the relatively higher incoming damage their weapons are also about 1/6 higher in damage. How does this give you less time to position your squad? Moving negates more of the smaller squads damage bonus much in the same way as the famous math question: would you rather a 25% raise in your pay followed by a 15% decrease, or a 15% raise in your pay followed by a 25% decrease?

The veteran squad leader buff is largely a defensive one. While it does upgrade damage a bit, the other upgrades offer higher initial DPS for the resources invested. The main benefit is in having the extra hitpoints which can be exchanged for a bit more time to spend moving into a better position, or being caught in a bad position.
14 Dec 2018, 06:41 AM
#14
avatar of NaOCl

Posts: 378

You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?

Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.

So anyone blobbing Ostheer units isn't going to get far.

The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.

So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.


Ost is the faction of COMBINED ARMS.

Although with new doc, you can just spam 5 man grens until your opponent gets their weapon unlocks/doctrinal inf.
14 Dec 2018, 07:56 AM
#15
avatar of dhkdeoen

Posts: 14


Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.


Every unit has same suppression resistance, and funny enough, due to its bigger squad size, Allies infantries are tend to get suppressed easier. You can't cram in 6 man squad to 4 man squad's green cover.
14 Dec 2018, 12:10 PM
#16
avatar of Butcher

Posts: 1217

Seeing that you have to invest 60 ammunition for each squad to be 5 men and then only have one G43 while other factions can purchase Bars and Brens for that ammunition, I think the 5 men squads are balanced.

You also invest a commander ability slot and give up doctrinal lategame gimmicks with the infantry commander.
14 Dec 2018, 14:51 PM
#17
avatar of LeOverlord

Posts: 310

jump backJump back to quoted post14 Dec 2018, 12:10 PMButcher
Seeing that you have to invest 60 ammunition for each squad to be 5 men and then only have one G43 while other factions can purchase Bars and Brens for that ammunition, I think the 5 men squads are balanced.

You also invest a commander ability slot and give up doctrinal lategame gimmicks with the infantry commander.


Is it really 1 G43 or more? Because they now seem like snipers. You can't close in with infantry to kill them, plus in mid range combat, they also beat Riflemen. At least that's what i experienced since the new patch went live.
14 Dec 2018, 15:17 PM
#18
avatar of Sander93

Posts: 3166 | Subs: 6

Is it really 1 G43 or more? Because they now seem like snipers. You can't close in with infantry to kill them, plus in mid range combat, they also beat Riflemen. At least that's what i experienced since the new patch went live.


They get one transferable normal G43, and -10% received accuracy and -15% weapon cooldown. It's an upgrade that costs 60 munitions and 30 MP to reinforce the extra model.

They are at best equal to Riflemen with 1 BAR, but usually narrowly lose as far as I could tell in tests. While costing the same basically (270MP/60MU vs 280MP/60MU) and Riflemen can get the edge with a second BAR.
14 Dec 2018, 15:52 PM
#19
avatar of LeOverlord

Posts: 310



They get one transferable normal G43, and -10% received accuracy and -15% weapon cooldown. It's an upgrade that costs 60 munitions and 30 MP to reinforce the extra model.

They are at best equal to Riflemen with 1 BAR, but usually narrowly lose as far as I could tell in tests. While costing the same basically (270MP/60MU vs 280MP/60MU) and Riflemen can get the edge with a second BAR.


In case that Grenadiers get the G43 upgrade, the LMG is disabled?
14 Dec 2018, 16:06 PM
#20
avatar of Butcher

Posts: 1217



In case that Grenadiers get the G43 upgrade, the LMG is disabled?
Yes
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