It's exactly the opposite. Volks are pure garbage lategame and need a lategame buff ASAP. LMG Grens are very competent and become very powerful with camouflage/sprint if you pick the right doctrine. Ostheer is however a fragile faction for a variety of reasons. LMG Grens are long range specialists, MG42 is slow and if flanked and caught out of position it probably has to retreat, exposing your entire front. Big dependence on support teams (42, pak40, sniper) leads to fragility compared to OKW/USF builds that focus on numerous infantry. Ostheer doesn't have LV dominance because of the 222's fragility so it suffers from the dominant allied LVs (T70, Quad, AAHT, Stuart, Valentine) if it spreads out.
Ostheer absolutely has a higher skill ceiling than other factions. The issue is most players have gotten used to abusing the completely broken 5man Grens and Osttruppen and now have to play the faction properly and their delusions about their own skill have been completely shattered. They need to inhale a lot of copium and quickly.
this is probably the most accurrate assessment in this thread so far. ost is still strong in 1v1 if played correctly, but at the same time the least forgiving faction in terms of errors, misplays or simply bad rng rolls that can be incredibly difficult to recover from.
|
imo a little tweaks to ost vet levels should help.
presently ost combined arms are not good enough to handle allies
mg42 just need to pack up faster on vet 2.
pak gets some vision on vet 2
pio get more repair speed at vet 2 sweeper
they do already get repair speed with vet/sweeper |
You're sparking an idea here:
Build Scott for 10 pop.
Use Scott barrage, instantly cancel after 1 shot.
Queue in 1000 shift commands of driving the Scott back and forth.
LeFH will continuously setup and resetup.
You now gained 3 pop advantage over 13 pop LeFH.
Steamroll your opponent with half a main line infantry squad more.
biiig brain time right there! |
Why am I not surprised. What an absolute joke.
It's not gamebreaking? A zero micro ability that will track your moving artillery basically until it stops and will hit it isn't gamebreaking. I have no words.
you'd probably want to reconsider your definition of game-breaking. this has been part of the game likely since the introduction of cb without being discovered until now.
again, i don't disagree that it should be looked at, but blowing things out of proportion isn't exactly helpful, either |
Are you serious? It TRACKS. Range doesn't matter, unless it's completely out of the howitzer's range. How much more mental gymnastics are you going to do to justify this bullshit?
'it 'TRACKS' is probably a bit hyperbole since it's really just the first shot fired that homes in on the target, as already pointed out. that's certainly very strong, especially considering the minimal input required, but it's still far away from firing heat-seeking missiles as the thread title would suggest. delay the reverse or queue a short stop into the retreat path and cb will miss your mobile arty piece.
that is not to say this shouldn't be looked at/changed, but it's also far from game-breaking.
|
The ML-20 should gain a replacement for it's long removed Precision Barrage. Give it a Zeroing Barrage that has the same scatter of a normal barrage, but becomes tighter with each shot until the last one lands directly on target with no scatter. In fact I would give this to all Soviet Artillery units that lost Precision Barrage, most of them have not recovered from that loss and they currently have the weakest Artillery.
this is also what i'd have in mind, maybe not for all soviet indirect pieces but at least for the ml20. the implementation wouldn't be too difficult and it would provide a similarly effective tool against static howitzers like counter barrage does for the lefh, while having some different flavor. |
interesting find! i didn't know about the tracking capability of cb, but i guess that's more of a feature than a bug. a powerful one, nonetheless. |
Yes I mean Brumbar's performance gab between auto attack and manual shots. Even thou the unit uses the same stat in auto and manual shots, there is a big gap in performance.
Projectile speed which is lower than most weapons has do with it especially vs moving targets.
i think this is kind of a groundhog day moment, but i still don't get why it should be a problem that a unit performs better with manual targeting? i mean the brummbär isn't even bad if left on auto attack exclusively, so the tiny bit of user input required to make it shoot where you want is rather the icing on the cake than a strict necessity (in most situations, i agree hitting moving targets at max range without leading your shots is rather difficult).
in any case, the brum is a unit that rewards getting micro'ed properly and i see nothing wrong with that. if you need an ai-tank that is able chase running infantry squads without much babysitting then maybe an ostwind is the unit for you. |
But that could be the way to go maybe. Some people around here claim that Recon Support is quite strong at 1vs1, mainly because of the cheap price ot this bundle.
Changing this bundle would impact 1vs1 in a lot more negative way than 3vs3/4vs4. Imo it would have more of a positive impact at the big game modes actually, because you want to have more than one Reserve Para squad for sure and you want to drop them behind enemy lines to support the assault of your mates. The howitzer just hinders you to do that.
If Airdrop bundle would be changed (swap with MG for a cheaper MU price or remove support weapon completely) you could add some versatility to Greyhound and add additional effects like vision and capping speed to infantry with active Raid Tactics ability. In 1vs1 this would make up for the nerfed bundle and keep the commander at the same power level, in 3vs3/4vs4 this commander could get attractive with this changes finally. A more versatile Greyhound (recon for example) could even see some late game action at 3v3/4vs4, if it has to offer some unique options.
well i agree that such a unit swap (pack vs mg) could work out if it is accompanied by buffs in other departments, like the greyhound as you proposed. but that would require a rather expansive overhaul of the whole commander tree, not just a couple of tweaks here and there to make individual units more viable/less situational.
i just don't think this would be the right way to go, especially considering it would be tricky to get the balance right in one patch (which for what we know isn't unlikely to be the last one on the horizon for coh2).
some slight changes to the greyhound, be it in the form of better utility, a bit more AT or earlier arrival, would be my personal preference for the next patch. and if really necessary, some additional way to call in recon paras besides the combat group drop could be implemented as well. i remember there was the suggestion some time ago to give radio beacons the ability to call in paras once the cp requirements are met, and for me this would probably be the best way to squeeze this into the commander without using one of the precious ability slots. this would also give the beacons a bit more utility while, at the same time, allowing some sort of counterplay against paras being dropped behind the frontlines.
|
Most people are not banned for hacks.
They are banned for:
- team killing
- being toxic
- being racist
one of these would be my guess as well.
now i don't know you personally and, hence, don't mean to insinuate this also applies in your case by any means, but it appears to me that people find it increasingly normal and totally acceptable to insult and flame others in videogames, coh2 sadly being no exception here.
so if you happen to trash-talk a lot during a match, it's probably best to look for answers there first. though i agree that it would probably be better if the reason and timeframe for a ban were communicated more clearly. |