Just want to point out your talking was too quiet compared to game sound + music. So was hard to hear what you were saying when replay was going. Do recommend making music mute next time. Just checked for fun this 1v1 match. |
Thanks for having like all European countries, but the main Finland is missing from poll. |
it is more 4% than 3% and it also moves performance downwards across the various AT ranges.
Im pointing out all 3 simultaneous nerfs to Ost AI, is too much without compensation. Brum VSL Ostt.
In new MSL games i watched on yt, most games are won by allies. So much of wehrboo 'strong' meta deserving 3 nerfbats all at once.
Axis takes the most nerf bats. Allies still supreme on abilities that they have, where axis units are one click ability only units. Most of all I wish some of the abilities on allies would be checked, USF already has mortar & howizer, do they need smoke on rear echelons, or captain as core ability. While axis only have smoke from commander pick or mortar (okw IG). Really think OKW should give smoke grenade to pioneer and remove the concussion grenade. |
If only half of axis commanders didnt have some combinations of recon and offmaps, especially meta ones...
Most meta commanders don't have 1 shot wipe ability, they can decrew, but not kill the B4. |
lol whine about LefH, where B4 is much more worse to play against with it's one shot wiping ability. |
This is not entirely correct. The stug(original short barrel assault gun) at least was originally created to provide DIRECT fire support for infantry and maintain close distance to them.
Assault guns in general are supposed to provide direct fire support rather than indirect compared to other SPGs.
The su76 is a bit of an exception to this as it has an extreme amount of elevation to its gun allowing for indirect fire unlike other assault guns such as the ISU152. That said the SU76 often relied on close infantry support to help cover its flanks particularly in urban environments.
But I dont see the point in giving su76 a speed buff when near infantry as its already fairly fast and it would be counterproductive since the Su76 would outrun the infantry even faster.
I really wish they would change stugIIIa to Stuh42 and give it that 105mm gun. Of course adjust the cost, but at them moment that stug is useless to use, it's really slow, cumbersome and it's AI isn't anything good enough for the cost of fuel. Other is maybe drop even more the fuel cost to reflect it's weak effect on the battlefield as it's too high cost compared to what it can actually do.
In comparison su76 is much more useful to build as it again can do both jobs sniper tanks and barrage infantry/mg's.
ps. final small change to stugIII would be to give it ammo swapping so it can change HEAT&HE ammo like sherman does with AP&HE. Like what is this game that allies can shoot all kinds shots from their tanks and german tanks are duh we only shoot this one version, when they carried AP,Smoke,HEAT, Tungsten ammo in some tanks for different situations. |
RE sure, but Sturmpioneers? No, they're already heavily burdened. Sturms are expected to lay mines, wire (With wire that takes significantly longer to lay than normal), repair vehicles (Alone, until lategame, IF the OKW player has gone mechanised), heal (If the player hasn't gone Battlegroup), and act as OKW's assault infantry. They just don't have the time to sandbag at the moment.
This is compounded by their expense and pop-cap pricing that means getting more than one Sturm is simply non-viable in most games (And they are comparatively difficult to replace).
As much as Sandbags on Mainlines is AIDS, I think that OKW are honestly the only faction that can't justify taking it away from them... unless they had access to a cheaper engineer unit to supplement Sturms.
All of what you said OST pio is doing + additionally only one who can build sandbags, have to build buildings. OST pioneer is the most heavily overburdened unit in the game. |
Not a viable idea I think, Sturmpios and REs are already overburdened with tasks and Conscript sandbags are part of their compensation for underwhelming combat performance.
You think OST pio's aren't the most overburdened unit in the game, while their "fake" main line infantry can't even build sandbags. Sturmpio & RE are maybe the most not overburdened compared other factions. |
I would still just remove sandbags from all main line infantry (gren, rifle, conscripts, IS, volks). Give the sandbag building to engineer units (rear,pio,sturm,engineer,soviet engi) |
Top players appear to be pretty in consensus from what I've seen that regular Grens aren't good enough on their own, rather than the replacement options being overpowered. So likely we're going to see a lot of Ass Grens if the current state of the patch was live.
Grens from my understanding have 3 weaknesses at the top level of play (In order of importance) that are answered incredibly well by the trio of units that replace them (Ostruppen, Ass grens, VSL 5 Man Grens)
These are speed of creation. This is fixed by Ostruppen and Ass Grens which put more map presence on the field faster since you're not tied to building Tier 1 but you're also using call in units which don't need to take time to create.
Aggression and control. This is fixed by Ass Grens and VSL since Ass Grens will get in there and force soft and hard retreats due to their high damage up close bleeding manpower and preventing resource gain, while VSL become incredibly powerful mainline infantry able to maintain significant damage on the move allowing them to approach and take ground rather than being forced into static play.
Finally, Survivability and Defense. This is fixed by Ostruppen and VSL Grens. The extra models (and damage of VSL) allow these units to sit in cover and hold positions as needed without being forced away or wiped as easily. This admittedly is the worst argument here because this added "survivability" results in more bleed and thus more manpower expenditure while also being the least significant aspect of Grens being Underpowered. But it's still a factor even if small.
So unless someone up high on the 1's leaderboard with more accurate experience wants to contest my points which given Wehrmacht is my least played faction I'm perfectly happy to concede to them, but There appears to be some fundamental problem with Grens across the board where they aren't necessarily weak as a unit, but they lack important aspects that make them properly function as a mainline that these other replacements bring to the table.
So perhaps some sort of small reworks are due to allow Grens a little better performance in important areas of play while tuning down some less valuable or important usage of the unit. Maybe a build time decrease to provide faster map presence for Grens is required? Maybe some minor changes to moving+ vs static- accuracy is needed to allow Grens to fight from a less stationary position at times?(This could be an awful idea) I'm not sure what would need to be done personally but Grens should probably have some small consideration put into them from a practical perspective rather than a raw numbers perspective given the consistency with which people want to replace them at all costs.
Just even giving the 5 man ugprade as core tech like UKF have fixes a lot of the problems OST who plays 4 man grens have...not getting so easily squad wipes. 4 man squad every single fight you lose one model instantly if you are moving that is instantly 25% less dps, then you lose that 2nd model and you only have 2 models left, do you take the chance and stay fighting and risk squad wipe or retreat. You can't keep territory with those 4 man squads easily and even less in the early game. |