Thanks for the advice. It is not very encouraging, but I will try. |
I have been having serious problems recently against an Ostheer Sniper, especially on open maps. I just feel like there is nothing I can do. Sections can´t catch the bastard(and cannot cap territory), MGs get sniped, UC gets fausted on the chase(unless the guy is a complete moron of course), the AEC has no AI anymore, and the British Sniper, in terms of countersniping, is worse in every respect, which classifies that strategy as dubious at best. Given the MP cost of all British units, the bleed really becomes a problem. Could you advice me some builds or just give me some general advice? Thanks. |
You do have to have some tactical awareness when using it as not to be punished on retreat or get into a worse position. The exhaustion only gives a speed debuff nothing else. Duel BAR Rifles dominate LMG Grenadiers at close range and sprinting through yellow cover mitigates quite a bit of damage. Being able to negate a few seconds of MG42 fire at it's strongest range is invaluable.
If you wish I could see about getting a replay or two with Rifle Company in 2s or 1s.
Frankly, I was not entirely sure how strong the exhaustion was. I thought it gave received accuracy penalty as well. I remember using it once and then getting completely owned, so I guess I had it as a mental block in my brain not to use it. Good to know. Thanks. |
If you wish for non-meta then Rifle company, Infantry, and Airborne are all still viable.
Riflemen sprint is also handy for flanking Wehrmacht HMG42s or quickly closing the gap between MG42 Grenadiers or gaining a better position.
But the Fire Up! also causes exhaustion after the sprint, right? This means that is you close the gap, you will get owned anyway, doesn´t it? Can work against MGs, but I kinda can´t see it working against LMG Grens. Am I wrong here? |
not trying to call ppl noob or nothing but when u see a blob...and u dont punish it... its ur fault... the debuff it gains already it potential to lose all ur troops in a sceond.... ppl need to stop being noob and stop complaining about blobs....just punish them. why should troops get weaker when they are surround by other soldier u would think they would gain some kind of confidence when grouped and supported by one another
That part about confidence is pure BS. In the context of the modern warfare at least. Even in war movies, in the better ones at least, you can constantly hear the NCO reminding the soldiers: "Keep your intervals, don´t bunch up!" Why? Well, if the soldiers stay too close to each other, or behind each other, one bullet from an HMG can hit like 10 guys at once. Also, the cover on the battlefield is usually limited, so if too many soldiers are in one spot, and get under fire, there might not be enough cover to hide behind. That is why, on Iwo-Jima, the Japanese actually waited for the Americans to land most of their forces on the beach, and only then began to fire their artillery. The results were devastating.
If there would a passive debuff, it should start at 4 squads. Any less can be dealt with easily and would eliminate most of the problems with the tactical concentrations of forces. But if somebody spams 7 Rifle squads and uses them with one click, he should be punished for it. Without the explicit hint, the people often don´t even realize the mistake and then blame it on OP arty. Maybe, if they actually saw that hint in there, they would realize: "Oh, maybe I should blob less.", which would improve the quality of play as a whole IMO, especially in team games. It is not really that the blobs are impossible to counter, it is that people with this little skill can actually be reasonably successful in team games, that is what bothers me the most. |
You said pgrens in your first post, to which I repsonded. You never mentioned volks... If you actually meant to nerf pgrens, you are out of your mind lol.
The Volks were an example, since they are very similar to Riflemen in their concept, including the STG-44/BAR. I am trying to put this into a wider perspective, instead of just nerfing one unit against another and throwing the entire faction out of balance by doing so. And I also mentioned that Pgrens, Grens and Pioneers would get a 5th man locked behind tier 4 research(because until then, it is relatively balanced, it is mostly the double BAR/LMG that rapes the Axis, which do not come until much later in the match, and would be solved by having only one, but better LMG on all units, indirectly buffing Grens quite a bit). It is not a nerf, just a balance mechanic to prevent Pgren spam. Having 3xSTG-44 + Bundled Grenade is more than enough to deal with any unupgraded infantry(especially when you take into consideration the accuracy bonus from the extremely fast vet gained with Schreks), which simply should not be the case for a squad that can take half the health off a medium tank in a single volley. The singular BAR change would also affect Rifle/Volk matchup quite a bit, so I thought I would mention it too, since, you know, it is not just Ost vs USF. |
Pgrens with kar98s? Muni upgrade for tags and shrecks? Keeping riflemen the same? Keeping bars the same whilst not diminishing terminator vet 3 received accuracy that basically gives yellow cover out of cover?
You're pushing it here lol.
OK, let me put it this way: Would a 1xSTG-44 upgrade on Volks for 60 muni be good, when the STG-44 is VERY similar to BAR in terms of damage(while costing half the muni, I wonder why that is)? NO! With the upgraded LMGs, a single BAR would get outclassed quite hard. The Rifles would lose to both Grens long range and Pgrens and Volks medium/close range, basically forcing USF to go LMG doctrines and making the problem worse. |
I'm pretty sure the issue here is that grenadiers lack the ability to get upgrades to compete with other infantry late game (other than squad spacing, but that's another story). Grenadiers are balanced early game but in late game they get raped by double bar rambos and one shot by any goddamned firecracker that explodes a mile away from them. Reasoning behind this is because Ostheer is supposed to rely... on their "late game armor dominance".
If UKF can get 5 man, better spacing, and the ability to purchase 2 weapon ups (AND have better armor than Ost with their racecar steamrollers and stock tigers), then why not Ostheer?
LUL coz grenadiers have PANZERFAAUST wow much Kreygasm
One option would be to give Wehrmacht infantry a 5th man locked behind tier 4 research. LMGs should be buffed a bit and limited to 1 per squad, except DP-28s, of which you could still get 2, adjusting the costs of course. I am not sure about BARs though, because their damage profile is more like an assault rifle than an LMG. Especially in team games, Rifles would just get moved down by the LMG blobs if they could have only one BAR, so I think that BARs should be left as they are. Pgrens would have to be redesigned, equipped with Kar98s initially and upgrade to either 4xSTG-44 or 2xSchrek, to prevent Pgren spamming, because so early as 2 units together, 6 STGs are still formidable AI power and 4 Schreks one shot medium tanks. And about the Panzerfaust: you actually don´t realize how much of a blessing a tank snare is until you lose it. |
Correct. The point is not that they are better than grenadiers that frustrates me, the point that frustrates me is why I can't do the same with Ostheer. Grenadiers's design dictates that they stand still and in cover to be effective, yet allied counterparts are running up to grenadiers in cover with double lmg upgrades firing on the move and negating this design completely. (not even adding the terminator USF mortar to this equation)
I don't mind allied double lmg upgrades as long as I could double upgrade grenadiers too. But if we mention this, grenadiers would be OP, even when they need to stand still to use these double lmgs. Meanwhile USF riflemen and UKF infantry sections are fine running around with their double lmg upgrades firing on the move and destroying support weapons in their wake by simply a-moving up to them, simply because they cost 120 munitions to get these weapons.
This isn't balanced if it negates another faction's design whilst also not giving this other faction the same effectiveness in upgrades. The cost to get this functionality isn't a valid argument since every Ostheer player would be happy to pay 120 munitions for double upgraded lmg42 grenadiers, but they can't.
This issue is unacceptable.
Uhhhhhhh, no. Except Obersoldaten, maybe Commandos and Paratroopers, no units can fire LMGs on the move. BARs are different story, because they are not LMGs, they are assault rifles by damage profile. You might want to try playing the so much hated other side before complaining on the forums. Having said that, I also think that buffing the LMGs a little and limiting them to 1 per squad would be healthy for the game. Except DP-28s, one LMG per squad should be enough. The 2 x DP-28 upgrade for Cons with tier 4 also seems like a brilliant idea, making the Conscripts actually somewhat useful in combat, other than throwing AT nades. |
I'm not sure how camping with field guns ever works as OKW because it takes them forever to dislodge MGs from buildings and you give up all map control.
Believe me or not, but it works relatively well. If you can snipe or just scare off enemy indirect fire(which is not that hard, thanks to the tremendous range of the ISGs), the ISGs have unrivaled control over almost the whole map. That range is just ridiculous. They do not do much damage, but they do it consistently(pretty much without stopping) the whole game. On some maps, they can shoot from base to base I believe. Against MGs in buildings, with double ISG, one barrage is usually enough to bring it to the breaking point(either kill it, or make it so low it has to retreat anyway). And unlike the Pack Howitzer, the range of the auto fire is similar to the barrage(at least before the vet), so you can fire without stopping, by simply queue ordering attack ground until your barrage CD is ready. It probably will not wipe many squads, but prepared positions, including emplacements, are very easy target for it because of the good accuracy and very long range. |