Noobs are broken. Okw is not. Playercard.
They know what to add Your text.. its not your bussiness.
Can't seem to contribute to any discussions, can you?
Tier Version 1:
T0: Volks, Sturmpioneers, Kubelwagen, MG34
T1/2:Raketenwerfer
T1: ISG, FlakHT, IR HT, Obers
T2: Puma, Luchs, Stub P4, Mortar HT
T3: Panther, JP4, Stuka zu Fuss, (Unlocks Obers LMG34)
This version looks better than the other, because picking T1 or T2 actually has an advantage and disadvantage: Either be able to get Ober early for some vetting purposes, support heavy infantry plays but limited your access to LVs and mobile reinforcement platform (It should be able to reinforce, actually, to persuade people to a more aggressive play); or go full on LVs (There's no need for the Stub P4 in T2, actually, leave the P4 in T3 as it is) and pressure them.
Tier Version 2:
T0: Volks, Sturmpioneers, Kubelwagen, MG34
T1: ISG, FlakHT, IR HT, Raketenwerfer (Pak39?)
T2: Puma, Luchs, Obers, Mortar HT
T3: Panther, JP4, Stuka zu Fuss, Panzer 4 (Stub?)
(Unlocks Obers LMG34)
This one is kinda weird cause basically, why would you even want to go T1 anyways? Healing at base already, Elite infantry, indirect-fire and LVs are all available at T2 while T1 is basically just very lackluster compared to T2. Yeah you can't get Raketen anymore from T0 but Puma and Obers with Schrecks are always there to cover and if not, even better than Raketen (You can always get 2 Obers, 1 with Schrecks, 1 with LMG34, the same way you get Pzgrens)
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"- Booby traps! They're everywhere! God dammit Joe! Why didn't you bring with you a f*cking minesweeper!? JOE!?
- He's dead, Sarge!
- Shut up, Mike!"
P/s: I think the Americans are quite terrified with all of those booby traps planted by Elite Jaeger Light Infantries. Also, who would have thought Scavenge doctrine is the best one to counter Pershing doc?  |
in times of calliOP and lmfao matress even pro players have trouble keeping the squad alive. now, keeping all models alive, thats just plain bs
It's very easy to dissuade yourself from not getting them since well, reasons... but try to give them a chance, and you'll be surprise! Also, about your response, yes, CalliOP and lmfao matresses are everywhere! But in 1v1, no bloody idiots are going to waste 1 full barrage onto just 1 Ober squad or 1 Ober + 1 Volks squad! Cause that's also just plain BS. And if he actually did barrage then well, he just waste it! Use it to your advantage! |
Obers are fine but they reinforce so damn slow, keeping them off the field for too long. Now that they were nerfed like 2 years ago they don't really need this to hold them back.
I like Obers the way they are. They are the one OKW unit where the vet 4 and 5 really makes a giant difference towards allied infantry when they become HMG and and infantry murderers in one piece. Have to play them carefully at first , they are not meat shields like Volks until they start paying off. I agree with the reinforce time being a bit sluggish, though.
Like I have stated, Obers are completely fine as they are! However, the majority do have a point in saying Obers come out a little too late and reinforce a little too long, but that shouldn't be enough to dissuade them from getting Obers. Come out late? They are meant for late-game AI powerhouse, of course they gonna come out later! Reinforce too long? Then don't let them lose models! Keep them behind Volks (Powerful at long-range, remember?) and voila! But then Volks, they are being a little bit too durable for what they cost, especially the upgrade which makes little to no senses. Since Obers fight behind Volks, while don't give Volks more close-range DPS through upgrade so at least, they won't steal all of Obers' kills.
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In my opinion, Volksgrendiers, due to their lackluster veterancy, should act like Osttruppen or Conscript (Consider they are cheap as well: 250 MP). They aren't supposed to be assault-heavy units. In early game, they are good since they can be enmass (slightly) and cap many territories while also being a meat shield while Sturm do the damage. Later on into the game, they will be more of meat shield/frontline formers (Similar to Osttruppen) while still be able to hold their ground against charging-in units decently. If you want some real firepower, you need to get Obers. The idea of debuffing their long-range while buffing their long-range through upgrade is to make them receiving an only low buff for defensive purposes only (If they go a lot of close-range units, upgrade your Volks; if they don't, just don't upgrade your Volks). If this can happen then yeah, there'll be changes needed to the timing of Obers, but that's pretty much it. Obers are already great, but if people keep on insisting then yeah, the timing. |
Wrong assumption
It does buff their long-range DPS.
According to Cruzz's DPS calculator, at a range of 35, the Volksgrenadier Kar 98 k deals 1,807 DPS while the Volksgrenadier StG 44 deals 1,973 DPS. The StG 44 is a straight upgrade at any range.
That's not necessarily a bad thing, since it's true for the BAR as well and even most other LMGs, if the squad is not moving. Volks might be slightly overperforming, but in my opinion, the problem lies with Obersoldaten. They're too expensive and too squishy to compete with double LMG Riflemen or Tommies. That might change when WBP hits, though, so we should wait and see.
The only thing that makes them seems squishy is their prone to get randomly wiped to indirect-fire, but that's going to change anyways (WBP)! See, this way of thinking is rendering Obers useless! It's understandable, cause Volks are already there to cover up the long-range DPS (Not as good as Obers, but already decent enough to hold to late-game). They needs to get a nerf to long-range DPS when upgrade to trade for an increase in close-range DPS. This way, Volks and Obers will have a better synergy (Close-range units and Long-range units), which then makes Obers see more combat and trust me, Obers are way way better than you think!
Obers are overshadoved by cheaper and more effective double LMG units. When ober come out there is vet. 3 LMG unit that will eat Obers for breakfast.
Can someone explain why this unit build so slow and reinforces like phak, for such late end game.
The only double LMGs that can "eat" Obers for breakfast is double M1919s, which gonna get remove when WBP hits. Double Bars/Brens is no where near the power of 1 LMG34, and as long as Obers stay in cover (Duh! That's where all infantries suppose to be!), Obers will shred them to pieces and eat them faster than my dog eats his dinner!
The reason Obers reinforce so long is probably because they're too elite for their own good (Not many can actually see this cause not many commit to get them). I'm find with that, actually, cause they're very good! |
The connection between these two units is rather sad since to most people's opinions, Volks are just better since they're 5-man, more resilient and cheaper compare to Obers. I don't blame them, since Volks vet up at the same pace as Allies' infantry while Ober come out too late. However, instead of Obers' problem for being coming out too late, I think it's more of Volks' problem, specifically their StG upgrade:
- The double StG44s give Volks more close-range damage while still maintain (If not, actually increase) their long-range DPS. This is actually unfair, even for OKW players since it's pretty much no-brainer action. You don't have to think much (Unless you want 1 squad unupgrade to pick up dropped weapons, but that's pretty much it) since it's just benefit them, they are no disadvantage of doing it. In addition, that upgrade also makes people have the thinking of since Volks are already decent enough to fight/hold ground to even late-game, they don't need other infantry squads which render Obers useless.
- The way people look at Obersoldatens right now is actually quite sad. They think Obers would come out too late, which make them unable to vet up at the same pace as Allies infantry (Which is already vet 2 by the time Obers arrives), so they aren't really a good investment, especially for a AI specialist unit. It's understandable and true, but to a certain extent. The thing with Obers is that they are very powerful since the moment they arrive! Having the best accuracy/target size/weapon profile along with the best LMG in the game (Double the LMG42's DPS, I think, but pretty much very powerful), not to mention the buff where they now have better squad-spacing, Obers from being very good to very, very good! They don't even need veterancy to be good as veteran Allies infantry, they're already better than that!
So now, it comes down to Volks being a little too much for what they're meant to be. Consider they only gain slight buff through vet (Only a total of 20% received accuracy buff is already enough to point out that Volks aren't meant to assault) while also get quite an interesting defensive buff (+20% sight range at vet 4), to be honest, I don't think Volks are supposed to be frontline assault units like Rifleman. Volks are more of a frontline-holding units (More towards defensive than offensive), and to better highlight that, the StGs upgrade right now needs a change (It makes people misconcept Volks. They aren't meant to be Rifleman, they're meant to be more defensive!). There are 2 ways I think would suit best (Note that the point of this change is to weaken Volks' assault capability at long-range, which makes players have to take a second look at Obers for assault purposes):
1. Give them Sturmpioneer version of StGs (Better close-range but way weaker long-range than the Volks one): This way, Volks will actually lost their long-range DPS, and since only 2 models get the Sturm's StG, they won't have the same shock value that Sturmpioneers had. Also, this render their assault capability quite a lot: Lack of long-range damage while close-range damage isn't that good for assaulting means they'll surely lost to Rifleman at mid-range, for example.
2. Give them 3 MP40s (Assault Grenadiers' version): This is not really the one I would recommend over the upper suggestion, but it's an idea. This way, you will have to decide between making Volks better at holding territory (unupgraded) and making a close-range assault unit (upgraded). Of course, they won't be that good at charging in and definitely can't be as good as Sturm, but by doing this, Volks will lose their long-range DPS, which is what we need, a fair trade-off. And since this upgraded Volks will excel at close-range, you'll definitely needs Obersoldatens to be your long-range assault units if you're desired, can't just stick to Volks anymore since vanilla Volks can't be good at long-range assault at later stage of the game.
Overall, the main purpose of these changes (implement 1 only, obviously) is to make upgrading Volks more of an option, a trade-off, rather than a no-brainer action since it buff Volks' overall performance, while at the same time, give Obers a chance to be call-in. And the only way to do it, it's to make their upgrade package buffing their close-range potential while you'll have to get Obers if you want some true long-range firepower. |
Changing the truck and building system between the two factions won't change how the armies play out (offensive/defensive). It's more because of their units synergy:
- Wehrmacht is more defensive cause their army centralizes around strong support weapons and units that effective when being static while their mobile infantry element is more of a support troops to support the support weapons (That's a lot of support  ).
- OKW is more mobile cause their support weapons are more lackluster when compared to Wehr's support weapons, while their mobile infantry/tank elements are way better and basically the backbone of the army, which overshadow their own support units.
Basically, Wehr' strength centralizes around support units, which makes them more defensive, while OKW' strength centralizes around their mainline infantry/mobile elements, which makes them more agressive/mobile. The truck/building system won't change how they're play out. The only thing would happen if the changes being executed is that it makes Wehr way much stronger (Flak HQ to help defend mass amount of support weapons and constant reinforement/healing to their support units on the frontline) while makes OKW way much weaker (Lack of good ground holding weaponry: Flak HQ, caches, good MG, etc.; makes them way harder at holding grounds against other aggressive factions) |
ImperialDane, you taught me well  ... Just 1 simple flank to end it all!
P/s: The map is Bryansk Forest. A top-500-ish game. |
Looks very nice, indeed. Just 1 thing: Grenadiers is using the Volks' uniform (Which I think looks cool as hell, but I don't know... not correct gamewise though). Beside that, fantastic! |