because the zis gun is integral to soviet lategame play...
1. barrage can disloge team weapons and control blobs...
2. as with all facs AT guns are required to repel medium armor... AT infantry will not suffice unless you are some 4v4 player... AT walls are very much meta is any gamemode for a good reason...
maybe you would actually be aware of these if you actually played the soviets...
Nice to be so easy to get AT-gun that can handle MG's go play some other faction and then you might actually have to learn that AT-gun is only against vehicles. And you here complaining life is hard for soviets, give me a break =) |
neither rifles nor conscripts can beat grenadiers in long range combat...
a 4 man squad that can beat a 6 man squad at medium-long range... they exchange durability for DPS
Wrong again, UKF beats grens easily almost any range and even more when they are 5 man squad. Rifles & Conscripts aren't usually forced to stay on long range fight and they shouldn't either do that unless there is some flanking maneuver going on. Your points are moot. This started anyway with grens not needing cover which is still very wrong thing to say. |
A one shotting teller mine, faust out ofvthe gat, high rof ans snare with vet atgun, double shrecks isent good enough on top of have earlier and not muchless impactfull light vehicles? You cant have it both ways.
Every single thing you said mostly allied infantry have the same available options or some options which are even better. Point of puma is actually having a mobile vehicle that can fight on par or better vs t70/stuart/daimler. Anyway even if you go for puma you get a pretty lackluster commander whose only reason to even take it is the Puma. Why it shouldn't be so late in getting it if you pick that commander. |
You mean, you killd the Ost Puma... 5 CP are way too late to get it on the field. I really hope this issue gets fixed in the upcomming commander patch. Right now, Mobile Defense doctrine seems dead.
My suggestion: Put Ost Puma in T2 so you have to build T2 and can't skip it. And then make it 2 CPs. With this, Puma should arrive at arround 6 minutes. If it's earlier, then increase build time. But ~6 min should be inline with OKW Puma, T70, Stuart and the new balanced AEC.
Yes to this, there should be a good option for OST player in commander to hard counter allied LV play. CP 5 Puma without needing tech or lower CP 2 puma with needing teching done. |
Because we are moving away from sandbag spam, not moving toward it. The next patch, if we ever even see it, will see all sandbag build times decreased (I dunno about Conscript sandbags though).
With those words they should remove sandbags from all basic infantry USF rifle, OKW volks, Conscripts, UK rifle. Then add them to their "engineer" unit. |
still a 150 mp building against free sandbag, if at least it was like 50 mp to build, 100mp+60mun to upgrade it would be better.
yes, to this suggestion. Bunker should be more available for OST as they can't nillywilly build sandbags that easily, ostheer pioneer is overworking anyway for them. Although they should just give the ability to build sandbags to grenadiers, why this change hasn't been done... |
I wonder if we gave a go on idea of penals getting ooraah once mobilize reserves has been teched. It would penals a bit more choice in lategame, as they could close distance to more ideal combat ranges faster and being behind tech would prevent cheesing it in the earlygame. Of course ptrs package would be needed to take into consideration.
Just no way, use a commander that use ammo to give speed boost like everybody else. Having everything core in Soviets who already have too can do everything units would be too much. |
If you have a choice on grenade user, try using the one that is rookie as ammo use can help you gain veterancy faster while veteran unit is better left shooting with his better accuracy. |
Still should give OST 5 man squads behind tech, it shouldn't be only commander can give you 5 man gren squad. |
Moving Pgrens back requires buffing performance, or else you're basically removing them from the game. The problem with the original t2 timing was that you were better off building 4 grens than saving for pgrens that would have a whole 30 second window of effectiveness before vehicle play makes them a bleed liability.
As I've stated in the past OST's major problem is that grens do nothing well, and are in all aspects an inferior infantry squad.
Proper gren balancing would be to either buff damage at the cost of survivability, or buff survivability at the cost of damage.
Ostruppen already fill the role of damage sponge, so the sensible thing would be to turn grens into more of a glass cannon role for the early game.
Another is grens bleed manpower like crazy too as 4 man squads lose models much quicker than 5-7 man squads. |