As to why I like Ostheer when I play them. Combined-Arms, diverse units, strong defense (barring RNG), and it probably feels the best winning with the faction as it probably has the least cheese aside from Snipers (less so now) and 222 spam. (I don't even touch call-ins as it's too meta)
The moment you win 2 USF players that spam Rifle with your Ost mate in less than 6 minutes all thanks to MG42 + Mortar + 2 Grens is just the best! Seeing those players QQs then leave... Make me triggered everytime!
Also, agree with everything else you said. This faction by far, in my opinion, required you to be as flawless at micro as possible and basically required the most out of all other factions. However, when you win as the faction that has been considered the weakest by the community, it just the best feel and the reason why i'm coming back to play as Ostheer again.
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After trying to work out with OKW, now i'm back with Ostheer. Something in me makes me feel way more comfortable when playing as Ostheer rather than OKW (Probably cause I rank higher in the ladder (2v2) as Ost (660) than as OKW (2000+)).
I feel like the only reason Ost is considered weak nowadays is due to their nature to be fragile. Beside from that, they are fairly balance. The lack of light vehicles can be compensate with Panzergrens dueling Schrecks, Pak 40 (Hands down the best AT gun in the game in my opinion, especially the target weak point) and faust from Grens.
Ostheer is fragile, that's true. However, the diversity of the army open up so many strategies and ways for you to adapt to many situations.
- They go heavy-infantry build and they aren't Sov: Go Sniper (Something which OKW can't afford) .
- They go heavy-infantry build and they are Sov: Mortar + MG42 (Best MG in the game with incendiary rounds) is the way to go (Mortar is something OKW can't afford, same with the MG)
- They go LV rush: Teller mine (Ost also has 2 seperate types of mines for 2 different purposes, which I like a lot), Pak 40 and dueling Schrecks Panzergrens with make sure those bastards won't rise supreme (OKW can't afford these kinds of diversity)
- They go heavy-support-weapon and not Brit: Mortar + Ostwind later on will end the game in your victory (OKW don't have this good mortar with smoke)
- They go heavy-support-weapon and being Brit: Spearhead is the way to go, if not then Festung Armor Doctrine, which also come with one of the most OP ability in the game: Relief Infantry (OKW don't have Relief Infantry)
So basically, if you want a faction that fragile but has a huge diversity in strategies and counter-strategy, Ostheer is the best faction in my opinion. Going OKW would mean you remove the fragile element but at the same time, lose the "diversity" element. Yeah we all complain about how fragile they are, but it just like you complain about our old wife. Keep thinking and complaining there are women out there prettier than her, but eventually with still stick to her since you know her best, not those others! |
I once mentioned this in a different topic but i'm just gonna put it here as its own thread:
In the "Spearhead Mod", one of the things that the modders did that actually can solve some issues in the vanilla game is the remove of auto-fire of all indirect-fire weapons and allow you to specifically choose an area for it to auto-fire for a certain amount of time (Then there will be a cool-down also, if I remember correctly). In addition, the selected auto-fire area is not too small to be considered useless but also not to large to be considered a no-brain action.
Of course, up to 99.99% of all of these suggestions about *cough*balance*cough* would never be implemented in to the live version of the game, but it's nice sometimes to see things from mods that actually have a huge potential to be good changes to the game.
If anyone has experience something from a mod that have the same impact or even better than this "little feature", it would be nice to share it and talk about it here. |
On the recent discussion about indirect-fire on this post, I think there is a way to deal with the auto-firing, no-micro-required problem:
First of all, has anyone try out the Spearhead mod? In that mod, as far as I remembered, all mortars and indirect-fire weapons do not auto fire. Instead, you have to choose an area where it will auto fire for certain amount of time then it also has cool down, I think (So you don't just leave it auto fire in that one specific area for the rest of the game). The area is around 2.5 times larger than the barrage ability if I remembered correctly so it's not that small but also not that big to be consider a no-brain action.
Anyways, by making all indirect-fire weapons work this way, player will have to actually choose where to attack, when to attack. At least then there are some skills (timing, postioning) involve, not just place it and let it do auto fire till the rest of the game. |
The question is: Is your internet connection dropping in these instances completely or just CoH2?
Just CoH2. The connection remained stable, but the game just said I disconnected. |
This happened very frequently lately with literally every games I played: First, it worked just fine. The match went smoothly, no lag spike or anything of the sorts. And then suddenly, it just disconnected! It said I got disconnected due to error code 3. Then when I tried to reconnect, it said I'm experiencing error code 4. What happened!? I swear to God my Internet works completely fine! (It just got maintenance few days ago). Has anyone experience something like this before? If you did, please tell me what happened. If you can fixed it by yourself, please tell me. |
Maybe at one point they did, but atm it looks like the targeted squad only gets x1.5 RA and increased priority.
The thing is the targeted squad get a little icon at the upper left corner of their portrait, saying they are fighting more ferociously (Just check it out in game). So I have no idea what that do. |
I have been used this ability quite a lot recently. It's a great ability, no need for changes (Might be a slow down effect to the targeted squad would be nice, but it's fine as it is for now).
However, I just read the description and also noticed some thing that haven't being explained by stats on "The CoH2 Ability Guide" : It mentions targeted Allies squad will fight more ferociusly cause "Axis take no prisoners so let's fight more ferociously so they won't kill us". So, how is "fighting ferociously" works? Like do the targeted squad get RoF buff or something? Can someone tell me? |
I think you could do a modified version of this strategy, but it would be very vulnerable to T1 because of the scout car.
I think if you want to try it get at least 1 or 2 volks after you get your 2 SPs and your 2 kubels. You would use the kubels to scout so your SPs could always close in and deal good DPS. When you got the volks you would ensure a faust (your first truck would not be far behind) and a good way to sit in cover and buy time for for repairs and flanking.
I don't think it wrong to get 2 or even 3 fussiliers after that since they are so cost efficient and their vet gives them really powerful long range sniping in a squad that is very difficult to wipe out.
I should have mentioned it before, but try to save your munitions so you can get G43s on all your PF as soon as you deploy them. You might not even upgrade the volks so that you can pick up any dropped weapons.
If you see them going heavy into T1 I might consider seriously modifying this strategy since you will be vulnerable to scout cars. In that case fall back to the volks and get a truck converted quickly, or get a rakenten to deal with the cars.
No strategy will work without vet on your units though, so make sure you get really good at getting those squads back to base. I think you will find that as you get units with higher levels of vet you will easily be able to punish blobs because as they try to close you will rip squads apart. A vet 1 MG34 is amazing, just keep loading up those inc rounds every time the blob approaches, it will get vet very quickly. In fact, you can load the rounds just as they enter the firing arc to make sure they close the gap even a little further.
I think I will try out 2 Volks and 2 PFs combo then.
What about the Sturm Offizier? As far as I know, his aura give accuracy buff and reload time reduction, and the Mark Target ability seems pretty niche. However, do you think he actually worth it till late game? He can be good earlier on to wipe some squads (If use properly) but later on into the game, do you think he still worth it? |
I see my mistake now, mainly need to improve my units preservation.
Just 1 question: With the most open-minded state you can achieve, do you think this tactic could see daylight? Or basically, do you think this strategy could work? |