Simply put, don't play Ostheer until it's patched.
This is the advice I often see, being pigeon holed into OKW kinda blows though. The uphill battle is often a fun one but this hills more of a mountain currently.
"How is the 222 inadequate combined with Pak, faust, shreck, MG42 rounds, rifle grenades etc? It costs the same as a Universal carrier without any extra branch teching cost and deals damage consistently where the AEC seems to miss it about half the time. You can have 2 plus change for an AEC yet I rarely see OST players using them."
You know if you add the tech costs up it's 75 fuel for the Scout Car and 85 fuel for the AEC and they're worlds apart ?
OST
Research Tech 2 - 40 fuel
Build Tier 2 ( also have an engineer thats at your base) - 20 fuel
Build Scout Car - 210 manpower/15 fuel
Brit
Tech 1 - 30 Fuel, requires no engineer to build (obviously you dont get one but it's still annoying to retreat a squad just to tech)
AEC Unlock - 15 fuel
Build AEC - 340 / 50 fuel
So the AEC is 10 fuel behind the OST Scout car, and keep in mind most OST will build Tier 1 just to stay in the game and get the Panzerfausts you mention. This then puts OST behind the timing of the AEC.
So you race your way to an AEC, the OST races his way to a Pak40 and you just circle straft it. When Grens appear you circle and keep your distance. Don't think I haven't played brits, when I roll AEC it's like playing the damn game with one hand.
The AEC should not be as powerful as it is, but by no means does that mean it should remain costing 340 manpower/50 fuel. Something like 240/40 would be decent if they could remove how good it is at killing infantry. Nobody is building the AEC to fight light vehicles, everyone is building the AEC to kill infantry. What light vehicle is the AEC afraid of when fighting Ost? yet its the #1 counter to OST.
Furthermore, cheap counters? 320 manpower for a pak isn't exactly cheap. Although it's useful for the rest of the game at least. Pak, Fausts, Shrecks, and a Car ALL to counter the AEC? Why does OST need to micro 4 things, oh maybe 5 things if we're counting laying tellers, or baiting someone into a teller. So why does the OST player have to work so hard to counter 1 unit? they'll also likely be trying to counter a mortar pit at the same time as a common build is to slap down a pit while the AEC keeps them busy.
I did manage to find a lone squad in green cover, killed it after 24 shots at close to max range. Of course the chap didn't know I was firing on it so probably put it down to an instawipe.
Can you stop trolling in the thread? You really want me to upload a video that shows the AEC killing squads consistantly with 3-6 shots? 24 shots? what were you driving it around in circles with your eyes closed?
You know one of the grand finals for ESL was won by the Brit player spamming 3 AEC's against an OST? Or do you watch ESL or just make up idea's to post on the forum?
Jump in around the 6-7 minute mark and watch the damage the AEC is causing to those volks grenadiers. There's even a shot that while it doesn't kill a single model, drops the entire squads HP to 50%. The mortar pit is assisting, but its the AEC that's picking up virtually every kill for a good 2-3 minutes in here.
These instawipes are news to me, watched Latch's stream the other night whilst he chased 2 Volks models who were retreating back to base. His AEC fired at least 8 shots and missed every one. I think he lost the AEC too.
At max range you might tickle a large blob, who are having a chimpanzees tea party and oblivious to it, which oddly enough tends to happen even if it has better and closer targets. For some reason the AEC prefers to hit targets at max range unless you intervene, which is probably a bug but rather puts the lie to it's potency. It does some splash damage out to 2.5 metres but rarely gets within 10!
Check them out when they are fighting squads in cover, the aoe and the bunching when squads are in cover is mostly where it comes from. The AEC moving, squads moving, the accuracy is suppose to be crappy then. But max range, not moving, picking at squads. Then when you run w/ shrecks just keep the AEC at max range and kit him. Generally the Brit player will compliment this with a rather aggressive mortar pit to slam your volks and if you get hit at all you need to retreat because you don't want a weakened volk squad taking an AEC shot.
However when playing as OKW the AEC isn't as much of a problem. It's mostly the OST that have a problem fighting this thing. At least w/ OKW you can do a ninja rakten, OST just lacks good ways to ambush the AEC unlike OKW. Current meta is all about light vehicles and OST don't get one worth a damn. Luch and Puma are great, Stuarts good, and AEC is top dog while T-70 is still good AI and cap also cap.
Another thing I noticed while using CheatMode mod is that the AEC 1 shots cover. So if you were using it to try and fight the AEC it blows up a volks sandbag in 1 shot while also dealing aoe damage to the volk.
AEC can fire at shreck infantry outside of the shreck range. A good AEC player will stay out of range, drain your manpower and now OST has invested all this AT capability and gets overrun by Brens on IS.
Someone earlier said it's just like a t-70 or a stuart. No it's not, those 2 tanks come later and they do not have the same AI capabilities that this tank has. The T-70 has good AI but can't fight armor. The Stuart has decent AI and decent anti tank, with some nice trick shots.
But the AEC wrecks infantry like a Luch, and kills tanks like a Puma. It may have less range than a Puma but 1on1 it's a hard to judge who's going to win and Puma is a dedicated light AT tank.
I think the AEC should either be AI or AT, it shouldn't be powerful at both. Also I believe it is the cheapst out of the tanks to get, boasting only 50 fuel, and 25 to unlock? Everyone pays tech fees, and this puts the brits at such a low tech cost and pumping out 2 or 3 is very common in games vs british players.
If it was easy enough to counter, then why is every british player under the sun spamming these things?
I think the Caliope should require tech and a CP value. The thing performs disgustingly well, 3 barrages like a katy, deadly accurate like a werfer.
But it's got way too much health to deal with in any conventional manner. If the USF player has half a brain it'll be almost impossible to get to those Caliopes in 2v2, 3v3 or 4v4. I know in 1's it leaves him a bit open but I don't know.
The fact they get the LMG's for AI, plus Caliope for AI... "AI" since the Caliope barrage can kill a search light, stuka, werfer, and anything short of a medium tank by itself.
It should fire more like a katyusha, wider spread but seeing people abuse these is getting old.
On that note, I agree it is odd that some units require tech and others do not. If they didn't ignore issues with the USF and SU for so long the EZ 8 and T34-85 wouldn't of been such a go to unit because the regular sherman and t34 were shit back then. At least the Sherman got a nice hp buff and is quite good, but the t34 is a POS.
Don't forget Relics motto is an Army for every type of player, if you're a player who doesn't like to be aggressive and sim city your way to victory then you pick British.
The only inherent problem with this is the British arn't purely sim city, they are very effective offensively. The Vickers can pin infantry, and beat any other MG. I've had it tear apart an MG42 and MG34 while sitting on the ground , firing through a house and it decimated me.
Infantry sections are very offensive, the current meta is all about capping buildings and brits get their cover bonus inside of a building so they start kappin anything that comes your way...
AEC is an incredibly offensive piece of gear right now, and it's obviously going to be nerffed but what won't be nerffed is a great vehicle for 50 fuel.
Toss in the great range of a mortar pit, and you can capture ground and then secure it with mortar pits. Sure if a player uses more than 1 mortar pit it leaves them vunerable because the ywon't have any troops but has nobody taken hits from these things? Dual mortars hitting a 4 man OST squad basically has to retreat or hope these homing missle mortars miss on the strike.
I think when a player has to brace, they should then have to endure some sort of after cooldown of it not being able to fire. Perhaps you could couple this with something such as.. you brace for what is it ? 20 seconds? Brace is on a 45 second cooldown. For the next 30seconds the mortar team repairs the pit by like 10-20% but can't fire back in the meantime.
Otherwise you just see someone brace and shrug it off, then immediately start owning people.
I'm not an axis player, I'm not an allied player. I'm a Coh2 player and these 2 new commanders are going to wreak havoc unless they have some crazy patch planned to put the Brits back in their place. I can tell you in 1's and 2's the axis have to do a lot more to gain ground, hold ground, and be successful. When I swap between the factions it's almost like having to use two hands vs one hand when I'm playing and I don't want to play allies (which I like the idea of more) knowing I can just faceroll and win games.
I find the PTRS either wrecks face or is horrible. Certainly as OST I find that Guards often take down 1 model per volley because of the random PTRS crits on infantry. I had a Grenadier squad go down in 2 volleys of fire once.
Yet when I use Guards I feel like they are insanely overpriced for how they perform...
I think the maxim is doing what its suppose to be doing, a suppression platform with some nice dps and good setup time. The MG42 can suppress in a huge arc, and can load incendiary rounds to really burst people down.
Nobody wants the old Maxim that was a piece of garbage while the MG42 has always been great.
If anything you need to look at the durability of a maxim, 6 man crews I think is a bit excessive. Brits, OKW, USF and OST all have 4 man crews on their MG's so why is the maxim a 6 man? I'd drop it to 5 or even 4 and see how this is. It's the durability that gets me, 2-3 rifle nades and this thing just keeps firing away and pinning all your squads. 75 Munitions should be enough to decrew this bad boy and yet it is not.
I would like to see a buff to Penals, they are alright but they drop like flies. Even if they were mirrored conscripts w/ satchels and flamers.. or something of the like.