It have just under 44 at vet 1 which is barely more than a pio squad
Doesnt scout that well tbh, but its okay cuz m20 is right there anyway
There is a major difference between "it cannot Scout or be used for Vision" and "does not scout that well" so you should be explain that to Kurobane and not me.
Well USF is the most nerfed faction in COH 2 history. They gutted literally every single unit that was good especially the vehicles.
Stuart
-Only Light Vehicle with 35 Vision compared to 50 for most other light vehicles (including Kubelwagon) So it
cannot Scout or be used for Vision.
....
Stuart get 56 vision with veterancy and it scout just fine.
Grens and Ostruppen are played completely differently. If unit requires different playstyle, that's already a working design imo.
The are both defensive infatry suitable for long range fights and with the latest changes their timing is about the same and the have similar weapon upgrades.
And with changes to ATG there are not even that good as weapon crews.
Don't know, I think it only happens inconsistently and only when it's getting shot at from the rear. There have been other bugs where certain weapons (snares) would target the passengers rather than the vehicle itself.
The team was busy trying to fix it, I think a bugfix will be included in the next iteration of the balance preview.
The primary decision was to make the M3 more vulnerable to small arms so that it could no longer be run around as carelessly against OKW in the early game. Extra health to survive a Shu mine was compensation for this, otherwise there would've been a serious chance of overnerfing it. It's also consistent with other ultra lights now.
As for Shu mines not oneshotting ultra lights while Tellers do oneshot LVs, I can only say that I'd personally want to see tellers deal 320-380 damage rather than 400 so that they don't oneshot LVs either.
One reduce the damage of snare to infatry and add the damage vs vehicles so that at least passenger are not wiped.
Keep in mind the next patch is basically the last one, so complete overhauls of units or abilities are not an option. There is not enough room for testing and potential reverting afterwards
Last patch argument does not really apply, Osttruppen are being patches and the new changes can also lead to them being UP or OP.
Complete overhaul argument also does not apply since they have being "overhauled" by the MOD team.
It was the LMG and T1 that turned them to Gren ver. 2 so instead of continuing done this path reverting is safer.
Imo this changes will not fix the issues since the problem lies with the design and not unit.
Current design has OT designed as Grenadier Ver.2.
They get similar weapon (LMG/faust/K98) minus grenade, build from the same building and in reality do not bring anything new to the table. This design makes OT directly compete with grenadiers while taking up a commander slot and they are bound to either better or worse than grenadiers and basically flirt from being OP to being useless.
In addition any changes to Grenadier has direct impact on them also.
That is why imo a full redesign should be considered, a redesign that should focus on adding utility on the unit instead and different play style.
A number of possible solution for redesign could include the following Suggestion:
Remove the LMG upgrade, concentrate DPS on squad with many entities is not a good design.
Offer a different upgrade other then a weapon (similar to 7 conscripts) like changing the base target size to 1.
Make them better as crews for support weapons possibly by increase crew numbers to 5 0r 6.
Replace the cover bonus mechanism with a garrison bonus making them ideal to hold house or trenches.
Give them a number of abilities increasing their utility:
Grenade/molotov
a "hit the dirt" timed ability that scale with veterancy
AT grenade/sprint
merge
Volley fire
Give them different weapon upgrades like:
AT rifles (PTRS or Busen)
Soviet SMG (PPsh)
Imo one should make the unit work with grenadier instead of simply replacing them.
The ability is map dependent and the call in time is sub 30 seconds making it hard to avoid if you have a long way to retreat as it tracks through FOW and all sectors cut off. Some larger maps only have a 2~3 connecting territories from base sector to the rest of the map meaning you'll lose a lot on retreat and there isn't much counter play other then caches.
I've used and been up against this ability, its potent in team games and the ability to drop through FOW makes it invaluable if you can pull it off. I like the concept though, just wish it wasn't map wide or didn't track past the front line sectors.
"...Axis (or allies). BROKEN" is a toxic tittle and tittles like this one tent to create a toxic environment.
Just because an ability of a single Ostheer commander might or might not be OP that does not make "axis Broken".