Its can only deley AT tools vs USF AA HT, vs all another type of vehicles you can get pac, puma, shreks, coz there timing are more slow then HT.
There are plenty of vehicles with faster timings than the AAHT.
Universal Carrier.
AEC Armoured Car.
M3 Clown Car.
M20 Utility Car.
And doctrinally, the WC51 and M3 Halftrack. |
To be clear, I'm saying I don't think the OST Flamer HT needs changing. If you build it you delay your anti-tank tools, but in return you get a very powerful anti-infantry light vehicle. |
One question, what can counter HT in his timing from light vehciles ? m3 with PTRS ?
It's more you don't have a vehicle counter of your own. The 222 and upgraded PGrens are Ostheer's best counters to the Universal Carrier, M20 Utility Car and M3 Clown Car. If you rush out a Flame HT you're fighting those with a Pak.
That's not to say you can't: GCS 2 proves a Flamer HT rush strat works. You'll just have a harder time killing enemy light vehicles. |
It has more to do with Ostheer being strong enough early game to delay even more the pak or not needing the 222.
Someone mentioned high risk high reward unit, I don't see any high level risk to call it asap and upgrade it with flamer.
90 munitions means you're not fielding a Panzershreck squad, and the Pak isn't the best as a light vehicle counter. The AI power of the Flame HT comes at the cost of AT power.
It sounds to me like Panzer Tactician is more the problem. Crank it up to 5 CPs and it'll still do its job without making 222s and Flamer HTs too powerful early on. |
I think the Flame Halftrack has to be that good to coexist with the 222. It's a very powerful AI light vehicle but one that requires a lot of support. The 222 is much more versatile and is the only vehicular AT Ostheer gets until T3. When you consider that SOV T1, USF T1 and UKF T0 all can field light vehicles it becomes an even bigger tradeoff.
If you support it properly that trade-off is worth it at a high level, and I don't think that's a bad thing. |
Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.
As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.
So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.
If you're going that route why not just buy those trucks directly from the HQ? Pay up front, and they can pack and unpack.
Like CoH 1 UKF. |
What's the difference between the two?
Step On It costs no munitions but disables weapons. |
One useful buff to it in its reinforcement halftrack configuration would be swapping out the M5's Overdrive for the M3's Step On It. |
Also please don't forget to change the Tiger Ace painting, I'm pointing out a serious flaw here.
I think they should just ditch the Tiger Ace unit. It was designed as a nigh-unstoppable wrecking ball that stopped your income. That design didn't work well, and the progressive scaling back of that concept has resulted in a weird unit.
In my opinion they should replace it with a one-off Vet 3 normal Tiger that you pay up-front for. |
One suggestion: what if we removed the building conversion aspect from the Soviet FHQ and the UKF FHQ?
Converting buildings is very difficult to balance because of their varying durabilities and I can see where people are coming from when they say they pose a nightmare for teamgames.
The new buildable FHQs however need a secure place to be built, and you can balance their huge support power by making them not too difficult to destroy.
That also makes them something you can afford to lose and rebuild rather than an all-in cutoff camping strategy. |