Ostheer
T1 / BP1 adjustments
In order to make strategies to rush Panzergrenadiers and light vehicles on top of T0 call-in infantry slightly less potent, tech fuel costs are being reshuffled. This should make Grenadier-based strategies more attractive.
- Fuel cost of Infanterie Kompanie (T1) from 10 to 0
- Fuel cost of Battlephase 1 from 40 to 50
This could work to make Panzergrenadier rush strats less potent, but also streamlines Ostheer's teching even further. I also think it's just Osttruppen builds that are the issue, not Assault Grenadiers or the Jaeger Infantry T1 skip with just Pios and MG's, which this change also nerfs.
I'd reduce the effiency of Osttruppen and effectiveness of Panzergrenadiers a bit instead:
- Osttruppen cost from 200 to 220 manpower.
- Osttruppen faust range from 18 to 15. They don't need extended faust range, because they're not nearly as vulnerable as Grenadiers against light vehicles. In addition, you should have so many tellers with Osttruppen builds, that light vehicles aren't much of an issue.
- Remove Panzergrenadier's split up veterancy. RA reduction at vet 2 only and accuracy bonus at vet 3 only. The timing change was enough to make them really strong, the veterancy change on top of that makes them OP.
I'd also like to see the extra range on the bundle nade with veterancy removed, as well as on the light gammon bomb, it's really cancerous. Osttruppen should scale a little bit better by changing the accuracy modifier on their T4 lmg from x0.5 to x0.75 or by letting their lmg have better accuracy in cover.
Field First Aid (Grenadier and Pioneer veterancy 1 ability)
Cost is being adjusted to better reflect the performance, more in line with the faction's already heavy dependance on munitions, to make them more viable to use.
- Cost from 15 munitions to 10 munitions.
Make this a veterancy 3 bonus. 10 munitions would be too cost-effective in the early game, but perfectly fine in the mid/late game.
Teller Mines
Adjusting the performance and cost of Teller Mines should both increase their availability and make them less oppressive for the enemy, giving a positive net result. With these changes they will no longer instantly kill light vehicles, and will require a follow up (Panzerfaust etc.) to finish one.
- Cost reduced from 50 munitions to 40 munitions
- Damage from 400 to 320
- Now guarantees a heavy engine damage critical on light vehicles
I'm 50/50 about this. It does make Tellers less impactful when they're placed aggressively, but forces Ostheer to make a 222 even more to finish of strangled vehicles. Also, a Stuart crew would just be able to hop out and crit repair the engine damage.
I'd cripple the light vehicle even further:
- Cost reduced from 50 munitions to 40 munitions
- Damage from 400 to 320
- Now guarantees a heavy engine damage critical
and main gun destroyed on light vehicles
Now USF only has a 50/50 chance for an easy escape, because only 1 crit can be repaired.
Veteran Squad Leader (German Infantry)
-10% received accuracy modifier removed
Jaeger Light Infantry upgrade (G43 Grenadiers)
- CP requirement from 2 to 1
- Now gives a total of 3 G43s to Grenadiers
- Now takes 1 weapon slot
- Cost from 45 munitions to 60
- Reduced moving accuracy of Gren G43 so that now three rifles have the same total moving DPS as two rifles had previously.
- In light of Grenadier G43 changes, Jaeger Command Squad will now receive 2x PGren G43 instead of 3x Gren G43 to let them keep their firepower advantage over a regular Grenadier squad
I think VSL Grens are only too strong early on, but not that strong once Allied infantry is fully kitted out. The G43 changes sound too complicated and impactful (CP reduction is cool though). I'd do the following instead:
All Grenadiers:
- Now get an additional -5% RA at veterancy 3.
VSL Grenadiers:
- RA bonus reduced from -10% to -5%.
G43 Grenadiers:
- Now get an additional -5% RA bonus.
This would be a slight buff for LMG Grenadiers, a modest buff for G43 Grenadiers and VSL Grenadiers would start a bit weaker, but have the same performance as in the current patch once they reach vet 3. You could nerf VSL Grens a bit further by reducing the cooldown bonus if necessary.
Panzer Tactician
Panzer Tactician is too easy to use because it deploys smoke instantly. By adding a delay, it will become slightly less powerful.
- Now has a 0.5s delay before deploying
Would be great if this got extended to all YOLO smoke (besides OKW Flak HT). It would also be great if all snares would be able to target vehicles inside of smoke instead of just AT nades. It's infuriating if you can't snare a vehicle in range because it popped smoke:
https://www.twitch.tv/pauladsic/clip/UnusualHotPhoneOneHand?filter=clips&range=all&sort=time
Relief Infantry
Relief Infantry is a very weak ability. It is being adjusted in order to make it more attractive to use.
Ability no longer gives Osstruppen squads to replace losses, but instead gives a manpower bonus of ~15 per casualty sustained while the ability is active
This still sounds too situational to be worth it, unless it would be made very cheap but with a very long cooldown. I like abilities that are situational, but it shouldn't be necessary to pull out a calculator during a match to check if using an ability is worth its cost.
I'd change the ability to do the following:
- CP cost reduced from 6 to 3.
- If you lose an infantry squad (Pioneer, Grenadier, Panzergrenadier) during the ability duration, it will be replaced with an Osttruppen squad (limited to 1 per use).
- Ability duration reduced from 60 to 30 seconds.
- Cost reduced from 90 to 70 munitions.
- Osttruppen squad has the ability to make sandbags (not wires or trenches) and starts with vet 1, so it's not completely useless at the time it arrives.
Yes, it compensates misplays, but it would at least be useful. You'd use it if you're sure a squad is about to get wiped; for example, if your retreating Grenadier squad has 1 model left and you see Shocktroopers on your retreat path.
Another option would be replacing Relief Infantry with a call-in Osttruppen squad that carries AT-rifles and has special AT abilities. Maybe not for Lightning War, but it would be cool for Festung Support, which is currently a very lackluster commander.