Miragefla and Mr. Smith back in the day gave the 7.5cm leIG 18 a "Hollow Charge" single-shot ability to the leIG 18. It wasn't effective enough as an anti-vehicle tool and was consequently cut from the balance patch.
In Widerstreit's version, however, where you can switch between HEAT and HE, is going to be very powerful. I don't see much of a reason to build a Raketewerfer if the leIG 18 gets selective fire.
120 pen is enough to pen all light vehicles, even the Valentine Mk.XI, and has at least 75% chance of penetrating stock allied medium tanks. For reference, the Puma has 120 pen mid (10-30m) and 80 pen far (30-50m). Never build Raks again; go Battlegroup into P4 rush every game, as you have leIGs that can barrage enemy infantry (especially HMGs that give OKW infantry play headaches) and ruin light vehicle play.
Additionally, if you could fire regular HE barrages in AT mode, that removes the counter-play available to the other player; engage with infantry if the leIG is in AT mode, and engage with vehicles otherwise.
I would say that the issue with Battlegruppe HQ is the fact that it has paltry answers to vehicles and tanks. However, I would say that giving the leIG an AT mode is not the solution. I would say that the solution is to make the leIG 18 the M1 Pack Howitzer of OKW; a reliable, powerful indirect fire unit.
My solution to make Battlegruppe HQ more viable is far more extreme. I would remove the Sdkfz. 251/20 IR HT and give it to Overwatch Doctrine as a 4CP (same timing as Recon flights) call-in vehicle in place of the 8CP 10.5cm leFH 18. Next, I would add a 250MP Panzerjager squad that can camouflage in cover and carries 3 weapon-team Kar98ks and a Panzershrek.
how the hell is this guna replace reketen and make it obsolete?, its way inferior to the reketen in its AT role, and lacks any retreat or camo, if you seriously rely on this unit for AT before any of your tanks role out a single lv is guna stomp you, let alone a medium.
This would most certainly help with OKW non fuel AT options |
Yeah I think trading cloak for a 5th man would be a nice place to start. Or a severely limited cloak at least.
I think you have to go 5th man, because spreading out the crew becomes counterproductive on an AT gun real quick. You don't want guys taking forever to replace a loader
even with 5th man it'll still get wiped very easily |
Panther in general is perfectly balanced.
But with panzer tactician they become a bit too strong on big, open maps. Especially if you have multiple of them.
I would never nerf it however before the stupid command panther, that thing is just hilarious. If anything about the panther needs to be nerfed, its Ostheer panzer tactician
I find its the other way round, panther gets decimated on open maps by allied TD's but on maps with more shot blockers its more effective |
plz tell me the Radio Bunker is a joke |
Yes, you can't compare a versatile unit like grens that have a lot of utility with an AI focused unit like 2bren Tommies.
And the problem with balance is not the grens being weak, the problem is that the Volks are stupidly strong and efficient that looks like that grens are a bad unit.
and whers ur evidence volks are op? this nonsense had already been proven wrong with facts.
4man Grens just have survivability issues, the unit itself is more or less fine, certain dual equipping allied units need to be toned down
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What people overlook is that Ost is still decent vs Soviets. Buffing Ost and keeping USF and UKF the same will just make Soviets UP.
If you look at USF you just have to wonder why they deserve a MG as good as a 50 cal. You have to wonder why they get cheap weapon drops + additional squad with teching. Why does Scott need to have 400 HP? Why does Jackson be the clearly best TD in the entire game? Why does Pak Howi have as much firepower as it does right now when all the other mortars got nerfed and Leig remains weak because of unreachable vet requirements.
+1 straight buffs to OST will leave soviets in the dust, and next thing u kno soviets guna need buffs, then okw/ost will seem weak again and the cycle continues. First nerf the over performing units before buffing ost. And if they do nerfs and buffs they need to do it gradually bit at a time, not triple/buffs or triple nerfs like they did to the stug |
I think a big issue with OST is that OKW overshadows it in almost every way. With the exception of support weapons and the brummbar and pwefer, OKW is better at everything. OKW has better LV, better medium, better infantry. And even OKW's support weapons (mg34 and Raken) do their function perfectly fine and have a much better mainline to protect them.
Also while every unit is pretty solid in OKW roster, units like the Ostwind are complete garbage and have no role in OST's roster.
OST is better in teamgames also because its strongest units (Brummbar, Pwefer, Support Weapons) are much stronger in teamgames than 1v1. Which is a big reason for the difference in performance of OST in 1v1 compared to teamgames.
I don't think OST is anywhere near the trash state USF and UKF were before the patch and likely don't need sweeping changes like those two factions did. But a few small unit buffs and changes could go a long way in making OST feel better to play imo.
why do ppl keep comparing okw to ost for balance, those 2 factions are always on the same side, yea okw rn is better then ost, now compare ost to usf,ukf, and sov and those factions are drastically superior to ost. before the patch USF and Ukf were not trash at all, (ukf defo had a major weakness without snares). Most changes were very good in fixing problems in those factions like usf tech, however what they failed to do was touch any of the cheese( dual equipping units, terminator vet, OP jacksons, scotts etc), while they were happy to nerf the cheese on axis side like brumbar. which is why you have ost and axis overall struggling more |
Have you ever had infantry barraged by panzerwerfer at half of its maximum range?
You could have 10 man squads, they'd still be wiped instantly.
Its not like just 4 men squads are easier to wipe, at end game, right units will wipe other infantries easy as well.
Also, remember that if you do use PGs, they have strongest grenade in the whole game(no, gammon bombs are not grenades and neither are satchel charges).
no, 4 man squads are easier to wipe |
@jagd Wolfe I do play okw, I feel like I'm the only bloody one. Pro tip, don't dive your Kuble into multiple infantry squads! Against multiple squads it's support or out capping while the enemy concentrates their forces.
I didn't test in cover because that wasn't a paramater. The test was simply to determine how the raw stats of the Kuble hold up against the raw stats of allied starting infantry as the claim was that a Kuble can't kill anything, not even RE. that is false. The Kuble is durable enough to out fight all allied infantry. If you start applying modifiers than of course it falters but it has the tools to ensure that when it strikes the enemy isn't using those. Also idk why you mentioned its moving DPS as I never once even alluded to the fact that it's a chase unit, it's not. That's not its job at all. It can damage and kill models and cap territory. It can tell you where the enemy mgs are so you don't walk your sturms into a trap, hell I've used it to flank the MG,, deal damage, get the MG to pack up and then close with sturms. It's very versatile in the early stages all that it is missing its vet accessibility.
At any rate I'm taking my time to do tests (50 bloody tests before I went to bed) and the only response from people who arnt bothering at all and just making claims is either "your tests don't replicate proper battlefield conditions" which might I add would involve Sturm pios, and "well other units can garrison" its literally a grab bag for any kind of buff for the strongest starting faction in the game that the faction does not need.
The Kuble offers the flexibility to still have capping power even if you go double Sturm, it offers flanking DPS and a bleed/harassment tool and it offers Intel to a faction that can make the most out of all of those. A starting assault squad and starting light tank would be OP as all hell.
@balancedgamer urban maps are indeed the bane of the Kuble (pathing OP) all LVs do, but it makes up for it in open maps (the majority of maps) and is invaluable in team games where snowballing is king. Is far more adaptable in the early stages than probably any other unit, it makes up for that by not being as adaptable later. It's kinda like ass grens vs normal grens in that Way. I maintain, if it can get vet then it will be A-OK. It already has arguably the best vet 1 ability in the game, vet 2 is more movement, vet 3 is self heal, vet 4 is combat buffs and vet 5 is Supression and a target size reduction. All GREAT vet, it just never gets there (I got one to vet 5 once and it promptly got smoked by an isu152...)
Little steps before vast balance changes.
The vet is unachievable. Make it achievable and see if that improves it before you start strapping rockets and jet engines ND extra plates of armour on it
Regarding kubels 1v1's squads, its simple how to win vs kubel every time, if thers cover use it to beat the kubel, if thers no cover simply close the kubel and circle strafe it. nobody with half a brain will stand vs a kubel with no cover at max distance, your being absolutely ridiculous and wasted ur own time with those tests |
didnt the jadpanzer4 used to be in battlegroup before? wasn't really an issue back then |