I think all you need is a little more experience. Using hotkeys helps a lot too. About your MG: You sould have moved it more carefully and defensive, because most of the time it got outflanked by riflemen and eventiually killed. Ostheer relies heavily upon its teamweapons and combined arms to defeat the enemy, especially against the overwhelming USF rifleblobs. And harassing a point in the fog of war with an isolated PaK crew is also no good idea. Combine your Grenadiers with MGs and move the Grens in the first line and on the flanks, the MG stays right behind your infantry. |
That´s really good, but it would break immersion if used in automatch. |
Panzergrenadiers after wiping a squad: "Der Schwanzlutscher ist kaputt." (The cocksucker is broken)
This is quite hilarious if you speak german, especially with the german accent in the english lines. |
I would rather like to see the T34/76 moved to T3 and locked behind an upgrade and the KV 1 added to T4. The KV 1 would work perfectly with the SU 85 and give the Soviet core tree units some survivability which I always felt they lacked. By replacing the KV 1 in Counterattack Tactics with KV 8, IS 2, KV 2 or T34/85 this doctrine would be buffed a little and be more than just mediocre again. |
The throwtime should be made equal to the volks incendiary, other than that i see no problem about molotovs. |
I always felt like the Soviets lacked a somewhat decent Tank in their core tech, KV1 would fit in perfectly and give Soviet players a reason to go T4. |
The reason that Ostheer and Soviet are so good opponents is, that they are just two different versions of the same army. Cons are Grens, Maxims are MG42s Stugs are SU76s, T34s are P4s and so on. The difference is in the details, for example squadsize, troopquality and cost, the time the tanks hit the field. |
I know diversitiy between armies and the way they are played is a great and exciting feature, but personally i think that every faction should have a few core units, that they share with each ohter. I think every faction should have NON DOCTRINAL acces to HMGs, AT guns and mortars. In the case of the British, just replace the mortaremplacement with normal mortars. For the OKW i would simply swap the MG34 with the Kübelwagen and maybe, just maybe replace the Raketenwerfer with a Pak. USF need a total overhaul i think, because all they can is spam riflemen and later shermans or jacksons. Maybe giving OKW and USF Snipers wouldnt be a bad idea too, but i suck in using snipers and dont know much about their balance. |
Well removing forward retreat points from every faction seems also as the best solution to me. It just seems unfair if some factions can retreat a few meters and then get fully healed and reinforced while the other ones have to run all the way back to the HQ. Everyone should have the same options! |
Why is it, that the non dlc factions dont have any possibility to set up forward retreat points? It would make them much more fun to play an give the Soviets a little buff in 3v3 aand 4v4 games, which they surely need. Right now you have to retreat all the way back to the HQ after every engagment.
As for the Ostheer, I think adding a retreat point upgrade to the Command bunker would do the job. The Soviets dont have any kind of forward HQ at all except the Halftrack, which can reinforce and the Forward HQ upgrade, which is doctrinal. The Halftrack currently has only one upgrade, which removes the ability to reinforce. Why not give it another upgrade, that makes it a forward retreat point, but immobilizes it permanently and removes all weapons. Then Medics could be added through the Upgrade in the HQ which would influence now both the HQ and the Halftrack. So it would be like a smaller and more vulnerable version of the OKW Medic Truck. |