ML-20 has huge range and does massive damage. It will need to be nerfed. We should all just abuse the hell out of it till it gets hit with the nerf bat. It worked well with Maxims, and it will with the ML-20 too.
Personal experience: last game was playing OKW 1v1 against soviet player and the ML-20 rolled out. After two salvos from it, it was game over. It will destroy a truck in two salvos.
Remember, abuse it till it gets nerfed!
I'd imagine it would be much worse for OKW if you didn't build T2 and don't have access to a Stuka zu Fuss. It would be pretty much GG if the ML-20 is defended well enough. |
For the same reason grens have LMG and cons have nothing.
Just get any doctrine with recon and stuka and laugh at all attempts at howis, like all other axis players.
So if I select a doctrine too early (he didn't present any clear indications) that doesn't have the recon + Stuka I'm screwed? I wouldn't exactly call that a fun meta.
300 damage is just too much. 200 would be ample. Barraging the HQ is just as cheap as it gets in my opinion. |
Why is it that the ML-20 does a whopping 300 damage per shot?
Just played a game on Kholodny against a Soviet who used the typical con spam, T2, T3, quad M5 cheese. Game was pretty even until the damn ML-20 hit the field. As we were both struggling for the top VP his Ml-20 just shelled my base constantly, wiping out a unit or two on retreat, my med bunker and severely damaging my buildings. Now I didn't have arty in my doctrine, nor a recon pass (yes yes I know never do that herp derp)so with a little scouting I cleared a path just to the outside of his base (right-side).
I had to YOLO rush his ML-20 as it would probably wipe my base on its own. Ran into a tonne of mines and T34s and Su-85s just sitting around in his base guarding the ML-20. Managed to destroy the arty but it didn't end well for me ofc. Not much later he just built another one. After that it was pretty much over.
My point is: should static howitzers be able to barrage the HQ sector? Is the ML-20's 300 damage too much? I know recon + off-map can disable static emplacements, but in a drawn out game is sacrificing that much muni for a weapon that will be recrewed if it isn't destroyed really worth it? |
Pumas come at 5 CP when Quad will come around 3 CP Kappa
I know. I was jesting. Ost Pumas still work a treat against USF though. Just need to distract that Stuart for a bit and you're good to go  |
New tech structure is honestly insanely stupid. Its entirely feasible to get the quad out at 3cp, while you won't get a PIV before 7cp unless you have absolutely dominating map control, and by the time you do, there will be 2 Su-76s waiting for you. OH is flat out borked this patch.
Tellers and Pumas from Mobile Defense are your saviour Kappa. |
Speaking of this, there are actually files for a Panzer III, exact model isn't clear but it was at least a Model L as the gun is named panzer_iii_50mm_mp.xml. Stat-wise, it seems it was intended to be a counterpart to the T-70. Possibly dropped because Relic couldn't spare the resources to make it, it uses the Panzer IV Ausf. F1 model and is not functional as a unit, although if spawned it will shoot at enemies.
I've always wanted a 70 fuel Pz III in Ost T2. Would be nice to have a more mobile solution for Ost's current light vehicle dilemma. |
30 to 55 is a big nerf, maybe a smaller one 
45-50 fuel? It's not really a nerf, more of a timing adjustment. |
Completely agree Sheepeh. It just arrives way too early, especially in 1v1. The Soviet meta of T2-T3-quad M5-T70/SU-76 is very, very potent against Ost. People who say otherwise are full of crap. Seriously.
Maybe if it's cost was increased to say, 55 fuel, and the quad upgrade cost was lowered a bit to compensate? |
The arty changes are ok, and more shells per barrage can act as a nice area denial weapon now. But I think a good change to see would be to add a large AoE suppression effect added to the radius of exploding artillery shells. It's a bit dumb that infantry can just walk through a barrage like nothing is happening and simply dodge/luck their way out of not being hit. "IRL", you would hit the ground or run for cover when 10.5cm HE shells start throwing hyper-velocity shrapnel everywhere. Maybe if exploding shells were given a suppression AoE of 10-12? That either suppress or pin with RNG factor? |
So I like Wehrmacht's Luftwaffe Supply Doctrine on paper. It's a commander that's a bit left of field and it has some neat niche abilities. But I feel that it is more of a 3v3/4v4 commander choice (game modes that I don't like nor enjoy). Anyway I really, really want to find an effective strategy of how to utilise this commander effectively in 1v1, or possibly even 2v2.
I realise that securing resource points when using the supply drop is vital, and that investing heavily in a 'turtle' gameplay style is probably needed. But is Luftwaffe Supply viable in 1v1s where resource points aren't overly contested on maps such as Minsk or Kharkov? Has anyone developed solid strats for its use in 1v1? |