Loosing my 270mp 70 fuel t70 to a single 50 muni teller mine is more impactfull the loosing 2 pgren models to a general purpuse mine.
But general purpose just works and for ost 2 men is 50% dps and they just have to retreat. When it hits the vehicle pios will have to repair vety often under fire without the ability to crit repair. If you have satchel/at or other options nearby the vehicle is dead. If you hit a teller with t70 - mate you just overextended. Use sweepers with vehicles. Ost can't have the sweeper everywhere that's why those mines are better imo.
Guards are 360mp and 75 muni to even snare for 45 muni per snare wich gets countered by smoke, easely wasting 45 muni. penals are 300 mp 60 muni to go at. Their snare has extremely short range.
Rifles snare is locked behind vet. The zooks require side tech adding extra cost to even get them. Double zooks hurt ai of rifles for 40%. Its not 50% like pgrens but almost also zooks have less damage ande pen per weapon. But higher rof. More chance to bounce and do no damage vs heavier armour. Unlike shrecks.
All true - but the AT stachel short range doesn't matter with 'for the motherland' or when the vehicle is crippled. Once again I will stress that there are many more AT solutions allies have, which makes it a bit imbalanced. And again - to have both the snare and bazookas/ptrs plus still pretty decent AI capabilities is a problem for the gameplay. Rambo style units sort of.
Pgrens getting one shot is rng or clumping. Its unfortunate but it happens. Maxims can get one shot by rifles or bundle nades. Its shitty but it happens.
I agree, but the whole point is that it happens too easily/frequently to ost units. A lot of people find it a problem. The game is quite balanced but ost has been neglected compared to other factions.
Like i said before double shreck is on a 4 men squad on purpose. The shreck pgren is more effective in terms of alpha damage. And have an eadier time penning heavy armour. Remember the shreck blob from okw? That shutdown vehicle play completly and they where 5 men with 1 shreck. Allied at inf does worse as at inf, and because of that have more models and rof.
I remember shreck blob very well and it was a real problem. Remember I'm writing about ost. OKW is a completely different story. Now, however, I face rifle/para/infsection/guards/penal/shocks blobs which just destroy almost everything in their way and ost has a problem with that. The risk of losing AT panzergenadier squad to armor is much much higher than losing allied AT squads. |
Ptrs zooks etc are weaker in term of alpha damage potential. That is why they are on sturdier squads and do a bit more vs inf. The shreck esp in larger numbersare a major threat to allied armour able to losse half hp in blink of an eye. Volks shreck blob was the best example of this. And thay had only one shreck each.
All true. But because panzergrens are so much more squishy and it's too easy to waste 340manpower squad just by being sirclestrafed or lose 2 man per sov mine. Very often pack howie or sherman HE round will wipe them too easily.
Another thing is that guards and penals have extra abilities of button and satchel. Rifles have snares and can equip bazookas. Rear echelions are often similarly useful with two bazookas to panzergrens but dont require tech and are so much cheaper. These are just a few examples of real discrepancies. |
For Ost 1v1, its nice to have the 7% extra faust range, combined with a doc that gives your inf sprint. This makes it way easier to snare those allies vehicles that are trying to wipe your squads, which at least keeps them repairing a bit and hopefully you can finish with a pak at some point, or simply just survive until P4.
I guess it's still much more complicated that what other factions have to do.
If you snare the vehicle they will repair relatively quickly and ost just very often loses munitions (and it's very munition starved anyway). To destroy the crippled US vehicle you must have a pak nerby, possibly no shot blockers, and if the allied vehicle is supported you still may not finish it off due to their infantry being more potent and killing your pak (because it's very difficult to move swiftly the pak, mg42 and 'grens in cover' combo). Allies have some cheesy ways of avoidin the vehicle doom: they have crit repairs, crew may hop off requiring you to attack ground, they may smoke shot pak with phoporous rounds etc. When it's the other way around, allies have more tools to eliminate a crippled vehicle including the relatively newly introduced satchels (instead of following with at they can throw a satchel which reduces hp greatly, there are new heavier bazookas, all this plus one at shot from Jackson/su85/firefly and the job's done).
To sum up, allies have both more tools to finish off a crippled ost vehicle and more tools to save their own damaged vehicles.
That's why not only the armour/penetration/hp should be analysed but also factors such as imho rpair speeds and abilities to cripple vehicles (compare the fact that there are quite a bunch of potent dual role AI and AT squads allies have while ost has squishy panzershreck panzergrens - they can be either AI or AT not both while guards, penals, infatry sections, paras, rangers etc are often more powerful fulfilling both roles (imo panzergrens should get satchels when equipped with shrecks to make the situation more even). |
Well, you still have confirmed T-70 vs panther story.
Point stands still, irl arguments have no place at all - every single penetrating hit meant the tank was done for, regardless which tank it was, even if the vehicle was still operational, the crew wasn't.
Yes and no Sometimes the crew would have been KIA without penetrating shots. The quality of German steel was much worse towards the end of war. Very often it would brittle and kill the crew with debris and steel spinters without penetration. They would just come off from inside layer of steel plates and act like bullets flying inside a tank. |
They should have nerfed okw and not buffed the rest. Okw was special it had/has the lowest micro input requierment with highest reward off any faction. The low recources did very little to hold them back. A shreck blob and 2 obers where enough to stall for autowin kt. Wich should have never been non doc. This would have saved the game from so many balancing problems.
Well, Yes and no I'd concentrate more on non stat factors determining the gameplay. For example, give ost vehicles stock smoke - looking at how many abilities other factions got not needing commanders, it should be tested. Instead of smoke, respective commanders should, for instance, get the ability to build 5 man pioneer squads to support armor better on the battlefied buffing their repair speed. Such changes might affect the gameplay more than some people expect. Generally, concentrating only on stats creates power creep and it's always difficult to balance. Another idea could include grens building sandbags and their abitity to lay soviet-style mines (it could be some infantry commander related ability). Such changes would open new tactical possibilities and make the game more fun to play. They wouldn't, however, create power creep on a game that is generally pretty well balance thanks to the hard work of all brave modding people over the years |
Irl 1 hit would destroy it instanly if you hit the giant-ass rocket rack
So why not make it count 90fuel, make it similar to katushka with 6 instead of 4 barrages, and make it 1-shotable by tanks.
Agreed. Would make sense Alternatively, you could make it just very expensive to account for the fact of heavy armour protection (nobody would build it but it could be an option) |
The AT satchel is fine, it's wicked easy to avoid. It's much shorter range than all other snares.
If you think the AT satchel is too much damage what is your opinion on the teller 1-hit killing just about every allied light? Ost got "nothing in return" because they already had better early AT than the soviets, by a lot.
Before ptrs penals all the soviets had early on was the ZiS. Ost gets shrecks, pak40, tellers, soviets got nothing if you teched t1.
It's personal but I prefer soviet mines.
When it come to sachels - on certain maps and in certain situaltions it's relatively easy ambush a tank with a satchel. Still, the my point is that with so many AT solutions ost vehicles became much easier to kill. While buffing other factions (to counter OKW, which was perfectly valid to do) ost was left neglected. |
.. there is always a combination of various factors and the most critical one being the engine damage dealt by an infantry squad around the corner.
My opinion is that medium tanks suffer much more from damage engine than any other tanks which is exactly what make them so unreliable late game since they need to close the distance and take risks to achieve their goals in case of offensive.
Spot on. Since addition of AT satchel charges for penals the situation worsened for ost since ost got nothing in return. An engine crit for ost is a lost tank. Giving those satchels to penals and US meant extreme blow to tank play. Especially when you are forced to regain map control. There were mines, cons/infantry snares, at guns, button, ptrs and they added satchels which generate tremendous amounts of damage. To deal with the issue they could probably add crit repairs for ost pioneers, which, at least in theory should help a bit. |
But you're not using any logic here and are grasping at straws.
You can't even tell a faction theme and unique perk, each faction has one.
I'm using logic supporting it with a lot of valid examples and ideas. You, on the contrary, keep repeating general ideas that I agree with and all of us here understand. What I suggest won't change the game as much as U think And, by the way, I'm a coh1 veteran from the very first day it was released. I have more knowledge about the game and ideas behind factions than You expect. So please analyse what I/we write here a bit and don't assume everyone is a crybaby axis fanboy/girl |
Well, so there you have some context now.
And yeah, I personally also have an agenda about making EFA engineers vet up more reliably, especially with sweeper.
To me that's another good option. Since they lose firepower with sweeper maybe they should get slightly buffed repair speed when they equip sweeper. Could work the same for Sov |