I noticed that in the latest versions of the game, the infantry is simply crazy melting other infantry. If you look at the versions of several years ago, there is no such thing. I think need to slightly slow down the pace of the game and either slightly reduce the damage for all infantry, or it can reduce accuracy or some other options.
What do you mean "latest versions of the games" there hasn't been any significant changes to infantry combat outside of typical balance tweaks and none of those changes were aimed at increasing lethality to a large degree. If anything a lot of changes were aimed at changing units to be more consistent damage and less frustrating OHKs. What changes do you think made things too lethal? Otherwise this just comes off as "my reaction times are too slow, please nerf". |
What Kat Said. Sorry OP but nobody is going to read a giant block of text. I would suggest formatting it/being more concise/ using spoilers to group specific points if you want to go into deep specifics behind your thoughts. |
I still dont know why Osttruppen - the cheap, poor equipped and barely trained squad (ingame and historical) - gets a lmg. Or am i wrong here?
Is there no solid idea around giving them more utility instead of this?
Purely balance reasons- they needed some sort of late game scaling. LMG was probably easiest since Grens get one and a "LMG but not as good as Gren's LMG" was the easiest way to to give them late game scaling with a low chance of breaking the game. It's kind of hard to give them some kind of additional utility that isn't broken beyond their initial perks of high model count, snare platform, and low cost/upkeep. |
Mortars work best if you force them to stay still (just use a conscript behind sandbags as bait). Likewise Maxims can be used to stall (you don't have to pin just slow him down enough to do damage). If they are just moving around constantly trying to outmuscle you then mortars are a lost cause. The key in general is always force them to bleed more MP than you and wear them down. If you can't win an engagement or do enough damage to kill models then it's best to just retreat. You want to force the blober to attack into you when you are behind cover. Once you have tanks and katushya you can punish them harder beyond just stalling. |
Osttruppen are pretty good right now. Unless you don't use cover they trade very efficiently against enemy units, they just need support from P-Grens/MG's to win engagements but they don't really bleed unless you are taking terrible engagements constantly. Still not really sure why the balance team is changing them more, the changes make me a bit worried they will be stronger next patch and I don't really want the Osttruppen meta to return at least in 1v1. I like to mix them with Grens and spam sandbags everywhere once you unlock Entrenching Tools. I would assume most of the 1v1/2v2 players on the balance team know they don't need to be buffed at all so I'm not really sure who is putting these changes through honestly. Trying to make Ostruppen good in 4v4 will just ruin all other game types honestly.
Well it's more of a scaling smoothing I think. Osttruppen tended to fall off in the late game and were hard to deal with in the early game because they were hyper efficient. Now pure Ostruppen strategies will struggle more in the early game due to additional nerfs but they have a higher ceiling and you can now do pure T3 strategies in 1v1 without having to sink resources into T4 just for LMG unlocks. As long as the buffed LMGs aren't too much it should be a nice compromise. |
Hey, did you see how when beta goes live Osttrupp can place sandbags no matter what at the start of a match? Also when they gain vet1 they can build defenses faster
Not quite. That change didn't make it in but they did add sand bags to Ostruppen that you get through Relief Infantry- so in theory those Ostruppen are more viable now especially since they 100% get LMG. I think it will take some time to feel Ostruppen out since they got another early game nerf but they scale better. It might be better to build some mix of both Grens and Ostruppen in this patch... |
Yes I know. But why did it LOSE the rotation rate and movement speed changes.
Right there in the notes
M4A3 Sherman E8
The E8 is having a number of its changes reverted. The improvements mainly helped the unit's performance eagainst medium tanks which it has no issues with, but the increased price and and 45 range do not help the unit enough against heavier vehicles. To solve the issue with this unit's AT performance in the late-game veterancy 1 has been changed to give the E8 additional penetration and range to help fend off heavier vehicles at a distance when used in a supporting role. Its reload speed at veterancy has also been increased due to the tank's long reload time and lose of Radio Net. |
M4A3 Sherman E8
The following changes will allow the E8 to scale into the late game with veterancy against heavier vehicles. A tank commander has also been added to give players an option if they want their E8 to focus on anti-vehicle work, or have additional protection against infantry.
Veterancy 1: Focused Gunnery replaces Radio Net
Focused Gunnery: Toggled ability. Increases range by 10 and improves penetration by 20%, but decreases speed, rotation rate, and acceleration/deceleration by 25%. 5 Second delay before range and weapon penetration bonuses activate.
Veterancy 3 reload modifier from -20% to -30%
Can now be upgraded with a tank commander mutually exclusive with the M2HB 50cal. Grants +10 sight and +10% weapon accuracy
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If in your opinion they are "grenadier ver. 2" you should be debating JPA32 who has a different opinion and not me.
Turning a doctrinal infatry to clone of the mainline of faction is not very good design.
But no they where not always like that. They started a cheap squad that would be used to cap fast and allow ostheer to gain an early advantage and they would lose power after a while.
So are you trying to say the fact that you've lost like 30 seconds-1 minute of capping due to having build T1 that they've gone from viable to non-viable? Because combat wise they function exactly like they've always had past the very early game when you could milk what was most broken about them by spamming Call-in them. I fail to see how changing them from Call-In to Buildable is suddenly turning them into a clone and "bad-design" when that's the only thing you're changing. I think it's worse design if you're arguing that they are only viable if you can have the really hard to counter early game pressure that snowballs - because either their combat power and scaling is good or it isn't. If yes they then are viable... |
no, Only P4's and Panthers.
Well that's kind of an important clarification lol. I guess a lot of people would argue that it's overkill to have both Elephant and HEAT but I suppose HEAT would be nice for possible 1v1 usage where you're never going to build the Elephant. I wouldn't scoff at Breakthrough equipment through you have nice synergy to repair up Elephant faster (and theoretically use destroy cover like the new commander text suggests to open up sight lines through that probably won't happen too much lol) |