It already arrives 60 fuel earlier, because it doesn't require Panzer Authorization. I considered making it cheaper, but figured that in combination with it arriving earlier than any other medium armour would make it too powerful.
I wanted to avoid giving it different stats, as the general rule of thumb for reused vehicles in CoH2 (OH Panzer IV, M10, M5 Halftrack, etc.) is that they have the same base stats. Making it unrepairable above certain threshold is probably impossible - a better solution would be to just give it 80-90% HP of regular Panzer IV, but as I mentioned before, it would go against the rule of thumb.
Thanks for sharing your thoughts in detail!
Difficult not to agree with you here. I just would love to see the battlefield with many of those vehicles, but you are probably right that 60 fuel earlier may be just enough. Have you thought of call in osttroppen models as volksturm units to add them somewhere in the doctrine? |
If community commanders come around again,
USF:
another Pershing commander
UKF:
elite infantry
Another Valentine
Sov:
Heavy AT troops
OKW
non moving LMG troops
Ost:
Elite infantry
Jagdpanzer
Great ideas All of them actually. |
Thank you for your kind words. In the past I've made a "Engineer Combat Company" for USF, but it's been almost a year ago, so it's outdated. I'm thinking about making a commander for each faction, so that leaves UKF, OH and Soviets (even if the last two have a metric ton of them already).
It is really cool Looking at the stats, though, I'd make this panzer actually a bit cheaper than ost p4 fuelwise (100 probably) to make players really produce lots of them and those longer repairs would make it not a great investment in the long run. If possible I would even make it unrepairable above 80-90% to make it even more fun (if that is possible to code of course). |
The information is false:
ISU HE rounds have 40 deflection damage.
ISU AP rounds have 120 deflection damage. (50%)
ISU skill shot 80 deflection damage.(30%)
KV-2 direct 120 deflection damage (50%).
KV-2 indirect 120 deflection damage (50%)
Aren't there some stuns involved too? |
1)shocktroops must be nerfed, you can't pretend to be countered only with vehicles and they're overperfoming for they're cost, in early game at 2 cp you don't have tanks to counter them, and even if you do they will be backed my zis. mg's can't alway be in the right place at the right moment and can be avoided with a smoke granade. end? not even 1k manpower total inf squad can deal with 1 of them at close range
Of course, you are right. They can bully everthing head on and god forbid they are on your retreat path. Terrible, especially when used against ostheer. Just like with most Soviet stuff they are just too cheap for what you get. Either nerf or just increase the price accordingly (better solution imo).
12)okw has the rocketwefer but ostheer don't and they can't counter a UC with a mg i yellow cover already placed
The best way to counter UC is 222. But then watch out for a the AEC which will kill it easily. For that you need a pak (AEC will escape easily with smoke, though unless the UK player is a complete *****)
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Ohh boi, I have to pick up a shovel and clear all this bullshit now, so lets go!
Initially, slot weapons had 0.25 accuracy modifier on them, 300% brought them up to 100%.
They got LMG and 0.25 accuracy was changed to 0.5 accuracy out of cover and 0.75 accuracy in cover, the LMG costs 75% of gren LMG, so overall DPS of the squad skyrocketed due to the change as
1) They no longer need to rely on radnom weapon drops as they have a reliable upgrade they can get on all of the squads.
2) Their DPS out of cover with slot weapons was increased by 100% of the old value, their DPS in cover was decreased by 25%, but point 1) makes it great BUFF thanks to reliability of upgrade, so no, its not a major nerf, addition of LMG and 100% DPS increase with it out of cover is a MAJOR BUFF.
Because they offered amazing map control in early game and it was impossible to drive them off the field with any mainline inf once 251 rolled out to support them, you would win all of the engagements due to attrition and staying power that combo offered to the point when they had to be nerfed to keep them in check.
You've mentioned nerfs, but completely disregarded why these nerfs occured.
This is first accuracy and cover modifier change:
This is 2nd:
Unless I'm somehow reading this wrong, its almost impossible for osttruppen to miss anything in cover with Kars and at worst case, they have little under 50% accuracy out of cover.
That's anything but low.
Their damage and therefore DPS is low, their accuracy is among the highest in game out of cover and guaranteed hit on anything in cover.
It is a lot of text that just blurs the picture. Osttruppen are really bad at everything apart from being diposable snare units and much needed in ost case recrew units. Apart from that their performance is just a joke and upgrading them with mgs is just a terrible idea to spend munitions (unless you are winning anyway).
The patch you are reffering to imo was a wrong approach. They should have increased their cost to make them less spammable but give them some more punch and better veterancy scaling.
Right now they can initially overwhelm a bit for a minute or two, but later they just become a problem as all the manpower you spent on them means you have fewer sensible infantry units on the field, and they will make you most likely lose the infantry war.
One way or another it is by far the worst in game mailine infantry, costing only slightly less than cons or grens. All the modifiers and stats you are quoting mean literally nothing here. Vippler is simply more correct - no matter how you twist it, they are just rubbish and useful only because of other 4 men ost squads unable to recrew stuff effectively (plus the fact that ost, for example, paks are crewed by only 4 men) |
I will say there is a double standard in people saying ISU engaging AT guns so they can't fire back is OP but apparently brumbar doing the same with bunker buster is fine. Usual suspects as always.
Can't agree here. Brumbar has the range that requires it to be in range of all AT solutions (including handheld inf AT stuff and very close to being snared) to work and is much more micro intensive because you must attack ground with it as without it, it will shoot at the closest model and will usually miss when the units are moving (basically you must predict where the opponent's unit will be in a second or two). The player controlling the Brum must simply have much higher micro input than the player controlling 60-70 tank destroyers, or HE shermans. The bunker buster ability can be activated only after vet 1 as a bonus (I still can't understand why ZiS can't work this way) and still requires a lot of micro to make it work. It also has cool down so can be used similarly to arty barrages. What you basically have here is the problem that has never been addressed - axis players (especially ost) need to make super micro effort to kill stuff with units such as Brum and are much more vulnerable in the process because of inferior range. On the other hand, allied TDs and ISU can park safely behind and deal damage without much player input. What is especially controversial with ISU or ZiS is the fact that for their price they can deal effectively with both armour and infantry and do it from very far. The relatively tiny differences between AT guns stats or armour piercing abilities are simply much less significant than what people believe. The volume of concentrated fire hitting units that are flanking or just closing in to be in their effective range is much higher and the ability of ISU and ZiS to deal very well with both infantry and armour threat makes it imbalanced. What I would call double standard here, is not admitting that is just better to sit back and relax and make the opponent come at you plus have the ability to reliably deal with both armour or infantry (at a price of units that can deal with only one threat type).
My outlook is that this is not really an issue (plenty of heavies like croc bully ATguns and they should, double PAK shouldn't counter everything.)
But ISU armour could be a little lower so meds bully it a bit more. 70 range is protection enough.
Double pack can't always reliably penetrate very heavy tanks (Churchill, ISU, IS-2). You should remember that it is 640 manpower investment that has to setup in correct position and there are only 4 models crewing them. You can delete them with infantry and indirect weapons or even with ZiS or with ISU from behind their range. What you are suggesting is just horrible game mechanics that makes the AT guns not work not only against infantry and indirect weapons but also against armour. You just want no micro solution to all. Such things ruin this game imo.
I also think that a far ranged unit that has to be rushed shouldn't have such heavy armour or simply should be ridiculously more expensive.
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Osttruppen actually have some of the highest accuracy in game - they just deal low damage, but they most certainly reliably deal damage. Their scaling is as any other mainline infantry.
They went through so many buffs and even got LMG upgrade for late game, that now they are very cost effective squad as long as you position yourself correctly.
It is simply not true |
If just having 6 man squads is so beneficial to having 4 man squads, Osttupppen would be the dominating meta.
No, it wouldn't. Ostruppen are too poor in many different aspects. They are cheap and can't really hit anything plus they scale really badly. Give them stats and abilities of penals or cons. But, yes people choose them more often than not because the 6 models plus terrible stats still have enough advantages to be chosen. |
Becouse it simply merge with other abilities/upgrades - for example assault gren "+6 men upgrade" or "assault and hold" ability
Reinforce cost reducing is already a very good buff. Don't forget that brummbar is having armor increase.
They should cap faster 5% for every tier starting from tier 0. |