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russian armor

How come Axis infantry get all the snares?

24 Jul 2019, 12:17 PM
#101
avatar of Mr Carmine

Posts: 1289



Hi Mr.Grass :) In 1v1 ost is considered just much weaker than okw.

Tellers are not the answer against a player that doesn't commit the sin of overextending. Placing a teller is not micro intensive but making your opponent hit it with a light vehicle is a totally different thing. Also it is easy to lose 50 munitions because decent players suspect tellers and invest in a sweeper.

Ost needs munitions for healing, panserfausts and those shrecks. Planting a teller means that again you are behind in infantry power race (e.g. no flame on pios). At the same time penals can use the sstchrl when they want not before they need it.

Don't forget forget that allies have better mines, 30 muni universal mine is just more flexible to use and then you just kill with ptrs, satchels or any form if at. Also usf ac has the best anti tank mines in the game and is not doctrinal. They also have a bazooka inside and a non doc smoke on the same vehicle, plus crew repairs just in case, oh and crit repairs.

Don't you see how many more abilities there are on allied units compared to ostheer (I insist once again not OKW).

I just hate for the last 10 years how everybody keeps repeating this nonsesnse about the mighty teller. Just use sweepers. Players simply want to win the game too quickly and keep attacking instead of learnig where to stop and wait for the sweeper.

Panzergrens are built earlier but lost medkits. They got some vehicle proximity aura. Ost has still 4 man squads that are completely crap on the move and without cover.

The stun an a pak or stug used to be a game changer a few years ago. Now it's no longer that good. Actually usf at gun has much better abilities. You seem to forget about ap rounds on jackson. Also shermans have stock smoke that slows vehicles down for 5 seconds.

And I do believe that circlestrafing a unit making it unable to stand still to shoot is cheese. Especially when allies made sure it cannot be done against their own squads. Pzgren are supposed to be elite tank destroyer inf. They are too squishy to perform their role.

Not much point in super armour if you can't repair vehicles as quickly as your opponents. Still UK tanks or Sov are armour beasts.


Ost has squisher squads by design and as a trade off they have higher dps on inf and team weapons with some exceptions ofcourse. Higher dps pen and more armour and hp on their tanks esp compared to soviets. And lots of their units are specialised in contrary to sov and usf units. Whom are more flexible but master of none. Without doctrines or tech upgrades.

A teller can kill any light. A player that rushes in their light unsupported deserve to loose it. Even the threat of a teller will deter the enemy. It also does more damage to heavier units then most mines.
So does an axis player deserve to loose a pnzr wich overextended and unsupported it and gets crippled or lured into an ambush.
The sherman smoke slows tanks but has a delay and its not instant, at that moment its vunerable. It can take a hit or get destroyed.

If pgrens are supposed to be elite at inf after being upgraded. Then expect to give some in return. Pgrens already hammper light play atm. The also have better chances to damage and pen all types of armour. Because allies in general with some exceptions have lower armour values. Pgrens being squichy and the only ost unit with shrecks balances this out.

The usf mine comes after teching and buildindg the utility car. And it better be good then.
Also those 30 muni mines might get more hits overall but they get less wipes then specilized mines.

Twp was to good. Turning any armour engagement in your favor with a single click.
I am not forgetting about ap rounds at all. Those are needed because axis have axis to the heaviest armour non doc and more doctrinaly.

Allies repairing faster is mostly because of the lower hp values. They will also take more damage because bounce chances are lower. Meaning more times needing repairs. Usf is just the best with repairs because of the crews and no true heavy tank unlike all other factions.
Axis have higher chance to bounce and more hp. Result is fewer but longer repair times. And is2 for example also has a long repair time. So dont call long repair time an axis exlusive.
24 Jul 2019, 17:07 PM
#102
avatar of achpawel

Posts: 1351



Ost has squisher squads by design and as a trade off they have higher dps on inf and team weapons with some exceptions ofcourse. Higher dps pen and more armour and hp on their tanks esp compared to soviets. And lots of their units are specialised in contrary to sov and usf units. Whom are more flexible but master of none. Without doctrines or tech upgrades.


Well, You are right - that has been the idea behind the game since coh 1. Another idea was that allies should dominate early game and ost will field powerful tanks after say 15-20 minutes and the roles will be reversed. Allies will have to defend as germans regain ground. Unfortunately, it has never been balanced as many players complained from both sides. Now the game is different. It's not symmeterical but a lot of weakneses were left on ost (4 man squads, for example), while allies got lots of boosts to their late game units. They still have often less armour but much more than at the start. They still retained their crew repairs and their crit repairs and ability to cap while doing it, for example. Also now it seems that those, supposedly, specialized units are not any better than allies counterparts especially when it comes to infantry.

Panzershrecked grens, for me, are an example of such situation. You are forced to use panzershrecks only on this one squad, which is just expensive. Almost no allied players use such expensive infantry units to equip piats or bazookas in real games. As ost you can't give them to pios, osttruppen, genadiers, etc. You are also forced to use either zero or 2 panzershrecks, which again limits tactical possibilities and you can't just buy one to fend of a light vehicle - you must invest 100 munitions ar have no AT infantry at all. Also having shrecks they completely lose their anty infantry potential, unlike many allied bazooka or ptrs squads. Finally, as a 4 man squad the are still easier to wipe. All the above creates assymetrical design and, in my opinion, is enough to offset their higher raw dmg. The only thing I don't like is that they can be circlestrafed when there is no grenadier around. In my opionion, just this and only this should finish. Giving them some short range AT grenade or snare or satchel will do the job. Allies light vehicles will have to attack other sides of the map and not get too close to them. They will be perfectly couterable by infantry (allies have more anty infantry squads if ost upgrades pzgren with shrecks)


A teller can kill any light. A player that rushes in their light unsupported deserve to loose it. Even the threat of a teller will deter the enemy. It also does more damage to heavier units then most mines.
So does an axis player deserve to loose a pnzr wich overextended and unsupported it and gets crippled or lured into an ambush.
The sherman smoke slows tanks but has a delay and its not instant, at that moment its vunerable. It can take a hit or get destroyed.


It's all true but luring enemy into a teller and being able to finish of a vehicle with a satchel are two different things. I can't agree with constant repeating of how powerful tellers are. They are not because any decent allied player will buy a sweeper (which is cheeaper than teller) and spot it making ost lose 50 munitions. The mine doesn't move and can't attack you. Penals, on the other hand, can move and attack and use satchels only when they really need that - together with cons at nades and free guards ptrs it creates a very powerful mix of infantry AT options. Also remeber that with ost you don't deal with light tanks - all their light vehicles can be dmged with regular infantry firearms. Coming back to satchels - you don't have to spend munitions and hope enemy won't see your expensive mine. You throw the satchel when you want only in a situation when you feel is good for it. you won't lose munitions this way. Also for ost light vehicles classic mines are good enough and for the same cost you can place more of them.


If pgrens are supposed to be elite at inf after being upgraded. Then expect to give some in return. Pgrens already hammper light play atm. The also have better chances to damage and pen all types of armour. Because allies in general with some exceptions have lower armour values. Pgrens being squichy and the only ost unit with shrecks balances this out.


It's all true and they can be as squishy as they are - just ghive them a snare. Remeber that ptrs penals, at cons and guards make ost light vehicle play even more impossible. The contrast here is huge. Ost light vehicles just don't have that much armour. Remeber also about t70 that is more like ostwind to those 4 man squads rather than a typical light vehicle.



The usf mine comes after teching and buildindg the utility car. And it better be good then.
Also those 30 muni mines might get more hits overall but they get less wipes then specilized mines.


Well, you again forget that if this mine was used against 5-6-7 man squad is less to worry about than when it is used against 4 man squads. usually soveiet mine kills 2 model on a pzgr squad. Remeber that a vehicle that lays those mines is also equiped in stock smoke (ost needs a commander for smoke), has a crew with a free bazooka, repairs, crit repairs etc.


Twp was to good. Turning any armour engagement in your favor with a single click.
I am not forgetting about ap rounds at all. Those are needed because axis have axis to the heaviest armour non doc and more doctrinaly.


But you forget about the brits and heavy soviut tanks that ost faces. USf got buffs to tanks, jackson being arguably the best tank destroyer in the game. British and Soviet heavy tanks are just beasts and ostheer has real trouble dealing with them. Sort of allies got updated to deal with OKW and OST hasn't been yet fully updated to deal with the buffed allies.

Allies repairing faster is mostly because of the lower hp values. They will also take more damage because bounce chances are lower. Meaning more times needing repairs. Usf is just the best with repairs because of the crews and no true heavy tank unlike all other factions.
Axis have higher chance to bounce and more hp. Result is fewer but longer repair times. And is2 for example also has a long repair time. So dont call long repair time an axis exlusive.


It used to be true befor UK introduction and equipping allies to dealk with OKW heavy tanks. Now almost every UK commander has access to smoke repairs, heavy engineers, etc and their heavy tanks come back to battlefield significantly faster than ost. Also I don't even want to comment how more powerful UK sappers can be when equiped with piats, lmgs etc.
25 Jul 2019, 15:39 PM
#103
avatar of Mr Carmine

Posts: 1289

I see where you are coming from. I understand your concerns.
But i disagree as shown with the points i have given.

We just have to agree to disagree.


25 Jul 2019, 21:11 PM
#104
avatar of achpawel

Posts: 1351

I see where you are coming from. I understand your concerns.
But i disagree as shown with the points i have given.

We just have to agree to disagree.




I guess we agree that there have to be diffetences between units. Thay can't be copies of units from other factions. Still I feel that current balance in 1v1 makes ost a bit behind. But the game is still great and these are rather details.
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