It made sense when OKW had to lock down sectors to get the proper income, and had to have a supply chain. Defending those base sectors was vital.
This has not been true for a -long- time, and the thing is an utter pain to remove if it's the second thing an OKW player spends fuel on.
Especially given that attack ground with an AT gun is alarmingly inaccurate into the FoW, and any move that spots the flack HQ for shooting at requires a sniper or a vehicle, or an infantry unit that will immediately get shot to all hell and suppressed to boot.
Yes, there are ways to deal with it. But why the hell are people being made to deal with it to begin with? OKW are not short on manpower, and not even short on munitions, nor early game strength. What purpose does a free teching into huge area denial serve for modern OKW other than to annoy the nips off USF players, who don't even have a non doctrinal mortar?
Never mind that an upgraded & Vetted sturmpio squad can repair it faster than an AT gun can damage it. |
Terrible.
Only deny small buildings. An MG can sit start to finish of a molotov in a medium to large building before steeping out and mosying back to base, as there's no flame crit chance from garrison DoT damage AFAIK.
No alpha, so catching an unaware squad may get a few lucky crits but is nothing even -close- to as devastating as a genuine grenade. To be honest, this is my biggest problem.
Can't use them to finish off light vehicles like you can actual grenades. Killed plenty of halftracks with american frags, for example.
Horribly slow throw animation
DoT of fire on the ground is trivial, any squad can run through a molotov when a thrown frag in their path would have wiped them.
Yada yada. They're only any good for denying cover. Never use 'em any more unless it's a building heavy map- and even then I just buy flamethrowers most of the time. Save my fuel for something useful. |
Lets lay off the drama, shall we? Among the people who actually play OH in 1v1, myself included (and I really suspect they are actually a tiny minority in this thread), the prevailing opinion of the vast majority is that it is the weakest faction atm, the stats concur.
If you play monofaction Allies teamgames, your perception of course might differ, but I would ask you just play 20 games automatch with OH in 1v1, and then come back.
Similarly, I would ask you to play 20 games as OH in anything but 1v1 and tell me they need buffs.
1v1 is the least played game mode, balancing to it means the least possible number of CoH2 players enjoyed a balanced experience. Why would we knowingly make the game worse for the majority |
>Nice thing
>Proposed for soviets
Nah, never gonna happen. Clearly what they need are more tanks straight out of 1940.
Maybe the next commander can come with a T-27? |
If we are going by raw HP being a factor for what is best, than cons are the best basic infantry in the game. That of course, is obviously not true.
Grens with the same DPS and damage will preform just as they did before, just less squad wipable.
Sigh. No.
Grens would do the same thing to conscripts, but every other squad in the game would need to do 25% more damage than they currently do to grenadiers to kill them.
This is a direct and substantial durability buff comparable to the current bonus for being vet 3. And this bonus affects said veterancy bonuses in a multiplicative fashion, so it only gets worse.
Unless you also cut the health of each model by 1/5th, the change is huge. |
Sigh.
No.
They're balanced to a 4 man squad with DPS compared to a conscript squad of 6 men.
Upping grens to 5 means you need to split the DPS across the 5 models, fine, whatever. But you also have 80hp more across those 5 models, which would be death for already fragile gren/con combat.
So then you need up buff conscripts DPS to compensate, which affects the balance of conscripts versus, say, volksgrenadiers and sturmpioneers. Yada yada yada.
Making one unit suddenly bigger than it ever was- especially one as alarmingly powerful with an LMG and a bit of vet- is a seriously dangerous preposition. It affects a lot more than people give it credit for when it comes to internal balance.
Some other units you could maaaybe get away with it. But your core T1 infantry, with a great AI upgrade, bunker building, vehicle snare, and the best handheld grenade in the game?
Nah. |
I would rather use P47's which will follow a tank and kill it than an ability which occasionally will just ignore tanks and attack a maxim in a building.
How is it bias to point out that CaS isn't as good as P47's? Both are excellent abilities, but CaS like's to derp itself more.
P47 also has a longer time to arrival, less damage per pass, much larger spread on the rockets/shots leading to additional misses and a slower firing animation making missing much easier.
Always focusing on the negatives of the axis and the positives of the allies in comparisons.
Bias. |
agree. that is why there is 'area of influence'. if the plane is smartly called in an area where there is no AA, it should do work. Thosedeafmutes's point about all plane abilities being a single pass can help with this. of course, price should be adjusted
AoI has literally no impact on the fact that certain abilities will be gimped by the presence of certain army builds whilst others are not.
Again. Incendiary arty vs. incendiary bombing run. One will get suddenly worse whilst the other will remain unchanged, simply because it is tied to a plane.
Offmap economy isn't something you can decide needs screwing with with the arbitrary constraint of ' is it plane related'. Either it affects them all, or it affects none, anything else will unjustly punish some commanders retroactively simply because their ability had a plane model involved in its execution.
The only exception I would consider is loitering planes, which were a bad idea to begin with and need every beat with a stick possible.
JU87 isn't as useful versus good players who move their armor out of the target zone, and occasionally the JU87 will just randomly target infantry for ~reasons~
P47's will just lock onto your tank and follow you around the map.
Bias re-confirmed again. |
Where are they man? I didn't see one mine laid down!!!!
Whoops, wrong link xD
https://www.youtube.com/watch?v=vRci27agtyE
There you go. You get to see the light AT mines put to good use. Rest of the play is so so to poor, but the light AT mines happen to excellent effect. |
Shooting at aircraft is just a way for my flacktracks and ostwinds to get free experience. I don't want any reliable way for simply owning a unit to suddenly start affecting the way that global abilities work so long as they're attached to planes. Incendiary bombing run vs incendiary artillery, for example; why should one be worse because of the availability of AA?
Especially when some AA comes on units vastly more useful than others. |