Well that is the biggest issue. Ostheer's power level in teamgames is excellent and Grens are fine when it's easy to back them up with 1-2 HMG 42s and Pioneers on a smaller piece of map where fights are more concentrated, or when you have a 251 or an OKW Battlegroup on the front lines for forward reinforcing. Ostheer teamgames performance is the reason why they haven't been getting any straight up buffs because it'd risk breaking the faction in those modes.
Any change has to be checked against all modes and that's where straight up Gren (or Ostheer) buffs run into a wall.
If there are going to be any changes they'd have to be smart changes that don't straight up increase the power level but rather influence things like momentum, so that they wouldn't influence the other modes as much. So for example I would think about something like adding a 150mp/15fu medics upgrade to the HQ (but keeping the medic bunker so players can choose what to invest) so that Ostheer no longer needs munitions for medics, so Grens can get their LMG 42s faster, as the upgrade really helps their early-mid game but isn't overly available right now because Ostheer needs to spend a lot of munitions on healing and tellers.
Ok this is a fair reasoning, i can't say that i agree (because anything above 2v2 shouldn't have a focus on balancing because that is a bordering on impossible task)
Regardless, to propose other solutions then, what about something like decreasing the lmg42 munitions cost or reducing manpower cost of t1 in general to allow a bit more field presence and less bleed? I don't think having more mp to field early game would break ostheer that badly in teamgames. |
Just get a 222 and a pak and you'll send those greyhounds to hell no problemo, only problem is if he gets a lead but if you're wehr you should get a p4 out before his sherman since he probably double invested in his early-mid game.
With okw just go luchs+puma or just pumas straight into p4 or tiger/panther, luchs+raketten deals with greyhounds pretty decently as well
Though greyhounds are super annoying to deal with as they have some insane burst potenial with thier ability and get almost t70 levels of damages once they add on the top gunner, that said if you know he's got two light vehicles, get more conservative and wait for a chance to punish him. |
So this is going to be a relativly simple thread, and one i think is actually needed.
Buff grens, so there's alot of reason for this but mainly is that they are just not that good for what you pay for in reinforcement but also for timing, scaling and general viablity
For one there's is no actual good reason to get them over assgrens or ostruppen, aside from the fact that you get can get sniper vs brits (which is the only real reason to build t1 anyway)
So let's look at the what they're meant to be good at
'Long range' let's begin with this, they're meant to be trading at longer ranges, but what happens when you're on a small map? you begin losing engagements before they're even begun, this doesn't help when you're paying *30* manpower per model, every other squad pays something like 24 to 28 or so, it's absurdly expensive and they're trading capabilties just aren't that good, i'm going to be a bit general here, but if you're up against a rifle squad you need to drop 3 of his to come out on top or even four in terms of trade, while he only has to drop 3 to already force you to pay 90 manpower, this makes tradings very uneven and generally favor the otherside,
They're awful at close range, they require upgrades to compete with any other mainline and their scaling is mediocre, sure they get more durability, but that doesn't matter when shermans using HE or t70s roll up on you, you're still going to get sent to hell faster than you can say goodbye.
That and they have no real place in the early game, their competitors (assgrens or ostruppen) quite frankly just do their jobs better, ostruppen will trade well because of their manpower bleed being minimal, assgrens field alot of pressure and momentum for you while allowing you to go into light vehicles early, compared to this what does the green offer? Bleed and faust, sure it's a good faust, but even then once the ostruppen get their this becomes a nullpoint.
It becomes a lose-lose situation because you get worse infantry that doesn't trade well, bleeds you and makes your light vehicle timings worse. I should add this is purely from a 1v1 POV, as i don't really play teamgames that much.
I also feel like the buffs that were given are kind of irrelevant, the t4 buff is quite frankly useless, 10% more cap speed and 2 less mp sounds nice, but in reality it ends up having a borderline minimal impact because you wont actually see the benefits for that long, the vet 3 durability however i will admit is solid enough to give them some good lategame, but nothing compared to its foes scaling, Rifles can get double bars, cons 7men, sections beat them at most ranges and can get double bren if need be, and penals have decent enough durability.
My proposal would be to lower the reinforcement cost to 26, increase their cost slightly while decreasing the mp cost of t1 slightly, to compensate for this i'd increase the cost of grens to 260, buff their mid to close range so they don't have to retreat the moment you get close
I feel like this would be good start to making grens properly viable.
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what an odd tier list after watching OKW, Ost and Soviet dominating the tournament
What are you on about, noggano rode the tournament to the finals all the way with brits????? and ostheer. Asiamint is the exepction because he plays like a weirdo and was the only guy who did OKW as luvnest,noggano,kimbo,me,vonivan all did ostheer over OKW
Oh him and tiramisu did okw and i think thats a korean community thing, i'd even go so far to say that he won purely because he was a /lot/ better than his opponent. Like Asiamint is a geninune tier above most people even the top. Its insane.
Anyway as for brits, Kimbo,noggano,me all used it and well... two of those made it to top 4 so???
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Mobile defense is more or less situtional, while it is good midgame it doesnt really have a solid window, either you get it too late where its window to truly stop something like a t70 is short, or if you completetly stomp your opponent so that it arrives just at the same time as the t70,
i wouldnt mind a timing at around cp4 to see if its too powerful or not. |