Ostheer is a stupid faction. All their units are shit except for:
- The grenadier squad which is far too fucking good with LMG42s. Removes all skill from infantry fights once you have munis to upgrade them and use rifle grenades. These units singlehandedly make Ostheer good in 2v2 and make 1v1 somehow winnable.
- StuG E. Because pay2win commanders are OK.
- Tiger. Because not teching is good.
- Luft supply in team games.
- T2 light vehicles. Halftracks and Armored cars are pretty damn good but I rarely see anyone use them well.
So please, nerf this insane LMG DPS at long range bullshit and buff the HMG42 (by removing smoke from rifles for instance). |
Fuck that. The last thing this game needs is another skilless get-out-of-jail-free ability like so many units already have.
The jackson is one of the few USF units that requires some subtlety to use. If you're using them at the front lines where you need their own LoS to see tanks you're using them wrong.
I'd like to see it better against heavy armor and worse against mediums (they shut down ostheer T3 completely), so upping the penetration but lowering the fire rate could be good. |
While I am welcoming of custom commanders, this MUST be implemented carefully to avoid exploits.
Paying $20 dollars for the best custom commander should not be necessary to win the game.
This already happens (just not for $20). Ostheer players rely heavily on mechanised assault and elite troops doc, both of which are paid commanders and straight up superior to the other ones. |
Can't help but feel like conscripts don't need LMGs, it's the LMGs of other factions that need a nerf. They remove a large part of the depth behind infantry combat since now standing still at max range is the most efficient. |
I wanna see a 1942 mod, basically like the theatre of war missions where you only have access to early war units.
The heaviest units would be KV-1s and Tigers, but most combat would be with infantry and light vehicles. ATGs would be the soviet 45mm and axis 37mm guns, vehicles would mostly be scout cars, halftracks and P3/BT-series tanks. Teching up would get you P4 (stubby) and T-34/76s. All you'd need to do is add a Panzer 3 and an early war soviet tank model.
You could also mod the US faction into an early war one for the afrika campaign. |
What the fuck were you thinking? |
I've been looking at 1v1 and 2v2 mostly, so here's my thoughts on a few changes that could help out with the following issues:
1. Call-ins too good
2. Ostheer tech too expensive to be worth it and teching relatively cheap for the WFA factions.
3. Sov v. Okw and Ost v. Usf quite boring metagame.
- First of all, fix the squad AI, in many a 2v2 I've played the winner was decided by the side which simply got the luckiest by not getting their squads gibbed by pretty much any artillery or late game tank. The best would be a toggle to have your squad stick to cover or not.
General changes:
- reduce the range more of abilities like grenades, smoke grenades or rifle grenades while suppressed. This should be both a buff to the ost MG42 but should also reduce the stupid situations where a grenadier squad just takes an MG out from the front with a rifle grenade.
- nerf the IS2 and tiger splash damage, remove tiger stun chance.
- have late game tank call-ins require either T3 or 4 to be built for soviets or T4 escalated for ostheer.
- nerf the get-out-of-jail-free abilities like blitz or smoke. Have them be offensive rather than defensive tools.
OKW:
These might seem like a lot of nerfs but a lot of okw mechanics and units were simply broken. In return many strategies that exploited the okw design have been weakened (such as nerfs to the clowncar, shocks, 120mm mortar, sniper, IS2, etc.).
- remove vet4&5, it adds no depth and it only makes volks and okw itself stupidly powerful in the late game.
- buff raketenwerfer and infantry howitzer damage.
- nerf walking stuka. This thing is fucking ridiculous, it kills anything it touches within its radius.
- nerf KT armor and AoE. It's almost always means a free win if you can get it in a 1v1. And why the fuck can a tank like this get blitzkrieg?
- nerf obers dps.
- nerf T4 flak building range and penetration.
- buff flakHT survivability vs ATGs so it doesn't get 2-shotted (would balance out a smoke nerf) but have it suppress less
- make teching more manpower expensive (something like 100MP per truck extra or no free ones)
Soviets:
What I really like about soviets is they can play a ton of different ways: con spam into T3, T2 with maxims & shocks, T1 with guards or even stuff with partisans. It would be great to see all styles as viable as the other.
- nerf shock troops dps
- remove sniper sprint
- flamethrowers can only shoot out of a decelerating or stationary scout car. Flamer clown car squad wipes always felt so gimmicky and this should also alleviate a lot of the problems okw seem to be complaining about in 1v1.
- increase su85 penetration. Always seemed stupid how completely outclassed the su85 is compared to the similarly priced jagdp.4
- decrease t34/76 fuel cost slightly.
- nerf mines. Have them work more like coh1 mines.
- remove 120mm mortar precision strike.
- buff su76 health and gun
Ostheer:
Ost obviously needed a buff, so making T3 a bit better seems ike a good thing. Despite the lack of power of the faction itself, I always thought vetted LMG grens were too good, and with a nerf to shocks and snipers I think they should be brought back in line with other core infantry.
- nerf LMG42 dps.
- stug stubby requires T3 researched to be called in. Decrease AoE but increase health
- have the field howitzer fire more shells per barrage.
- buff panzergrens survivability.
- buff stug3 health.
- decrease sniper cost (to 300 or so).
USF:
A faction with some cool design, I think all they need is a late game buff and an early game nerf.
- jackson & 57mm ATG penetration buff.
- nerf regular & bulldozer sherman AoE slightly.
- nerf 1919 LMG dps.
- slightly nerf BAR dps.
- make teching a lot more expensive manpower wise and slightly slower.
|
He's correct
Not necessarily. He's only talking about 2v2, and even then it's extremely questionable.
T1 is very strong versus OKW as they have no real counter to clown cars until they get their first shrek squad and it's a long wait for 90 MUN and then you have build time.
You mean the same way that there is no real counter to the flakHT if your opponent goes T1?
A Raketen does not counter clown cars
Why not? God forbid you actually have to spend resources on a unit that can keep you safe from a scout car. You only need to get a single shot off to keep it at bay. Sure, it won't kill it, but it gives you enough time to get to schrecks. The kubel is the same; not killable in the early game, you can only limit the damage it does until it gets hard countered by AT.
Penals are also one of the few things early game that can damage a truck once it is setup
This is almost irrelevant. If you go T1 for snipers you have 0 pushing power, no way you're going to be able to take out a truck. Show me a high level replay of penals somehow being able to take down a truck in the early game and I'll show you a match where the OKW completely fucked up. |
I prefer to be fairly aggressive with Osttruppen. My early game build is Ost, Ost, HMG, Ost, Pio (double pio flamers) but this strat is best served on maps with plenty of cover for the accuracy bonus. I hardly ever turtle with bunkers or trenches. The only time I will build trenches is for a mortar. lel
How on earth do you survive not getting a sweeper? |
Soviet snipers are necessary because of how ridiculously powerful axis infantry gets later in the game. You can not nerf snipers and leave LMG42s or obers and to a lesser extent PFussiliers and Falls (with their vet5 schreck buddies) in their current state. Removing sprint is fine, but then walking stukas should not be so strong since you really need sprint to dodge them.
In my experience though, players just suck at dealing with them. Only twice in all the games I've played has an axis player tried to actually flank or creep up on my snipers, often to great effect. It seems like it's mostly bad players complaining about them when all they do is throw units at them and wonder why it won't work. |