I think those raw numbers may be a little misleading since TWW2 hasn't really been on sale, DOW 3 has been super discounted. Also there's like A lot of expensive and good quality DLC for TWW in general.
Still those sales numbers are pretty good.
I would be interested to see the differential when it comes to revenue.
-Rifle company doesn't really make rifles much better, it would be nice if this commander added more utility or something more interesting than the worst sprint in game and a flare.
-RE's losing rifle smoke with flamers kinda sucks. The new Rear Echlon Smoke doesn't seem to be used too much overall, I think it would be fine to give smoke to Res with flamers. Your already give-up your minesweepers and you have to purchase grenades to get access. It would help give more options other than rifle spam. If i want 2 res with flamers and a third for mine sweeping, I'm spamming Res and I would like to be able to use smoke on all of my units with terrible guns.
-Opinions on the ez8 seem a bit split. It should probably be worth a buy almost every game considering its locked in a commander so Making more of a premium medium like the panther or comet would enhance the choice between it and a Sherman and hopefully people can say "I want the ez8 b/c its different in a meaningful way" instead of "i want the ez8 b/c its OP and the 75mmSherman is not"
Right now its basically in load outs as the flamer commander and I think it could do more to justify one of those 3 spots
I certainly Agree with some of the recent points, Assault grenadiers in addition to the Halftrack and Stug E, should allow for a more aggressive or at least different playstyle for Ostheer in the first 10-12 minutes.
I think the Light artillery barrage and Tiger aren't that important as you can get them in many other doctrines and they won't change your playstyle or strategy that much compared to the other 3 abilities.
For Keeping Grens at 0 CPs it seems concensus they need at least 1 new ability.
Halftrack needs to be cheaper no matter what direction change it takes.
Stug E isn't very good since its gun changes(nerfing the reload to oblivion, making it useless vs tanks and giving it a slow projectile), mabye a good model to look at is the Command p4 that seems to fill the role of AI tank pretty well. Alternatively it could be more like the brumbar which actually hits infantry(idk if AOE or scatter buffs are more important) and does damage consistently. Mabye adding an MG would help.
The Stug E and the Puma are basically 2 vehicles that fit in the tier 2.5 that Ostheer wishes it had for mid game support so it would be nice if the Stug E was a little more impactful.
Personal opinion is that Rifle Company is probably the best/hidden commander for USF at the moment.
Removal of Smoke means sprint became that much better
Removal of Smoke means flares became that much better
Jackson can combo with new E8
White Posph comes in real early in CP for what it does
Flamethrowers are always useful and makes your Rear Echelon support that much better
I've been trying out tactics with Airborne, Pathfinder is still utterly worthless. Although the P-47 rocket strafe is amazing now, it's very situational. It apparently can't hit stugs (Which is what Ostheer spams) and you basically bank on 12 CPs and horde your muni's (which can be a bad thing for USF). On the flipside Airborne infantry are awesome and bypassing tier tech is nice.
Anyone feel like Airborne with LMG's actually suck? I don't know what it is but despite having 2 LMG's and firing on the move I don't seem to kill anything with them. Then on the flipside them with Thompsons destroy anything. It's like a contradiction I don't understand. Maybe I've just been getting unlucky. Haven't fooled around with Recon, but it seems pretty good.
Paratrooper lmgs are garbage on the move.
Most weapons do ~50% damage on the move, some semi auto weapons such as carbines and garands do even better.
Paratrooper lmgs do 15-20% damage on the move compared to stationary. Pretend they only fire when stationary and they will perform better as they are only as good as at best carbines while moving.
Glassdoor may not be a good relfection of strategic decisions, But it IS a good reflection of whether or not the process is one that should result in a good product.
Doesn't Sound like their Planning is very good and that is just the worst. If you are implementing ideas and concepts that make no sense due to a poor feedback loop you will not achieve success.
You need to
1. Identify the need why you are doing something
2. create a plan. Line up how you will serve your purpose
3. Implement your plan, the most work, the least thinking is this step
4. Recieve feedback to improve.
These 4 basic steps are evident in all project management, I swear Sophmore and Junior Year in college was these 4 steps in literally every class (interdisciplinary). Glassdoor is saying they are not that good at creating a plan(defining the scope and direction of factions units abilities), or recieving feedback(cutting out the bad ideas before players get to them). To me this signals poor leadership WILL lead to poor project results/games.
I just want some good games and this doesn't look promising. Hopefully they get better.
I think thats a good point, they could be more effective for 90% of the game if there wasn't a risk of them being broken from minute 1.
I also think it is important that they are very good bc they are one of 2 unique parts of the Mechanized commander. The stug E isn't very good and They are not very good so mechanized is below average.
Regarding your comment on CQB infantry with a faust, see Volksgrenadiers with mp40 upgrades they are respectable not OP.
Suggestions so far
-Improve vet:Current:Vet 1 10% Received accuracy, 25% sprint cd. Vet 2: 25% CD, 29% RA. Vet 3: 40% accuracy, 25% nade range.
What Vet should change(Post suggestions)? This idea seems popular right now. The numbers at least are pretty high with even a boost at vet 1. Subjectively, I often see their productivity stalling in the mid game when kills slow and so does vet gain.
Perhaps a grenade improvement could help them reach higher vet? I think this is one reason why guards became better this patch.
-Improve Utility: Grenades mostly suck, but good vs buildings(regular nades probably as good or better though majority of the time and situations), Sprint is very good, So ends the utility
Options: adding the faust, adding smoke nade, Adding a regular grenade.
-Change timing: Drasticly change the units timing and impact
Ideas: Come at 1 CP, Copy Volk upgrade concept on grens(So you can retask them not callin more),
Comparables, shocks come at 2 cps with smoke and have debatable impact, would hard counter ass grens unless they are elite(even so may struggle vs shocks).
Artillery officer comes at 1 cp? or two? (Forgetting): Has smoke, Mortar strike, Better RA, no sprint, 2 combat buffing abilities(1 for him 1 for buddies).
I think redesigning them is the highest risk way to change them, maybe the greatest reward but Clear parameters are needed for success. Especially their role- Should they be a way to skip tech, supplementary cqb infantry, An elite cqb infantry squad, A utility squad, A commander squad.
Nah the whole point of the Ass Grens is that it's a risk reward unit, I get what you're saying with Ostheer having 5 man squads but it's meant to be a risky strat, sacrafice some at snare for more powerful anti infantry unit early game.
The Risks
-Locking In a commander
-CQB unit: vulnerable to wipes, Harder to avoid Mgs, Does not scale as well lategame
-No At capacity
-May bleed heavily in tough fights
-May not do much if outnumbered and unable to close distance
-less efficient at capping and fighting simultaneously
The reward
-A unit with nearly identical stats to the Volks with mp40s(higher reinforce, Callin cost, better vet, no muni buyin)
-Unit with sprint(3 ostheer commanders now give this globally making it less unique)
-No Training time
-Unit capable of 1v1ing lone squads earlygame
It should not be prohibitively risky to utilize this unit, its not good enough to warrant that.
I think they would be a more viable option in serious games and less of a meme unit if they had panzerfaust.
Mp40 volks have the same Weapon right now, the same panzerfaust and people are even critical of whether they like mp40 volks, I think this can work and be balanced with some fine tuning.
Faust Should Require t1/t2
To prevent spam out of the gate, Sprint should require Tier 1/Tier 2. This way if you spam them you will not be able to sprint around from minute 0.
Anybody like this idea? It would be cool to have more 5 man squads as Ostheer and more infantry units to compete with grens.
I Thought The Sturmovik was Fine last patch, Hopefully the damage can be scaled back to that level.
It was very effective when you used combined arms but only kind of annoying if they just dropped it without followup. I think changing it back to those damage levels would be appropriate.
Last patch didn't freak out when my opponent had stumovicks but I also really liked choosing commanders that had them. Didn't work as well against OKW b/c their blob came back but FRP and Tier4 both got nerfed to make it more effective vs them.
Finally I don't think the stated intent of this change was to buff the ability's damage, it was supposed to suppress more stuff and not get shot down. Went too far.
I experienced some of the lag today, .5-2 seconds on all commands. I have seen this before but it has not occurred at all in the last month+. (first time playing a lot since server maintenance was today).