How do you mean? They would still have a mine, just it wouldn't insta gib. If anything it would leave Ost in a better spot later game if the snare was heavier. Pak is as viable as ever and Shreks did get a cost reduction making them and mining slightly more plausible. Instagibs are bad if there is no/limited counterplay (even the mighty demo that I think is garbage now should have simply had models capped like mines do so it could still be a blob buster but not a squad wiper)
Reduce the damage and swap the effects, make them a bit cheaper (40mu?) and I think in my mind scenario things would be alight. You still don't want to hit them, but hitting them isn't a massive power swing then. I've killed and had lights killed on debut. It's massive setback if it works and a massive drain if it doesn't on the OST. Too much rides on that imo.
If I understand this correctly, you mean to swap the riegel and teller, which would make the riegel non doc, BUT because you mentioned fuel investment you intend to keep it being deployed from the HT or 222 as mentioned and not from pioneers. Then the teller just gets moved to riegel docs etc. USF currently has the same thing as a Riegel in the M6 AT mine deployed from the M20. Even though USF has access to this mine, it still is not enough to warrent a faction not having nondoc mines. Hence USF was given nondoc mines.
On a side note though, I don't think I've had a whole lot of instances where I just straight up lose my light to a teller. I know OST has mines that can 1 shot my T70, so I just move my pios around with it. |
What would swapping the teller and Riegel look like? Reduce the damage a bit but guaranteed immobilize (or at the VERY least heavy engine damage). Being able to OHK with a mine would be alright if it requires a fuel investment as well as being planted. Or maybe make the 222 lay it then instead of the HT so flametrack might be less of a shoe in.
I can tell you what the forums would look like... Same as USF before they got their mines... |
LOL! Nope, Panzer 4 will 1v1 a Sherman M4A3 pretty easily and its shot is effective against both infantry and armor without having to manually switch between two different shots making it more versitile. It also enjoys better armor upgrades when vetted.
Try again.
You said nothing about 1v1, you said
Name 1, just 1 Ostheer unit that is inferior to its Allied counterpart and yet more expensive.
HE sherman has better scatter, AoE on HE, pen cap, and versatility. The P4 is more expensive and has.... better armor...
But uh, OK! I'm just low rank n00b |
Because the faction lacks a light tank to deal with T70s, stuarts, AECs, AAHTs etc. One of the many reasons panic puma is king currently. |
What I hate about USF design is the outrageous amount of infantry you're forced to play with. So much infantry that you cannot incoorportate elite infantry into the build.
In a perfect world I'd drop the free officers and go 3 rifles into tech, paths, support teams etc and into airborne. However since I'm required to play with officers I'd try for 2x rifle as you said with mortar.
What sidaroth says about going LT vs OST is true. You should be going LT for HMG control and AAHT probably. CPT is just too slow and passive vs a faction that will out passive you. You're trying to beat OST at their own game basically, which isn't a great idea. Although paratroopers are very fun to use. |
Name 1, just 1 Ostheer unit that is inferior to its Allied counterpart and yet more expensive.
Besides, USF as a faction is a complete mess compared to OSTheer. This may have something to do with the fact they have inferior units that cost more.
Panzer 4 vs HE sherman |
...only in P4 and below, Panthers, KT's, and other heavies just have their movement slowed.
It immobilizes all armor pieces if it doesn't destroy them. |
Factions are never balanced. There's always some frustrating meta, though some more than others. It's all opinion on how well the game is doing. |
As usual, i have to agree with mostly what you said.
But i think making it cheaper might be the wrong way.
Let's compare to Centaur.
Planes get shot down mostly in 1 Burst of it's main gun through high rate of fire.
The Anti-Infantry capability of the Centaur is still strong, does decent Damage and Modelwipes.
Now when i look at the ostwind from my experiences since the last changes of it.
Planes RARELY get shot down. And mostly at least one plane can go through the whole time of the Ability. May it be Sturmovik,Vanguard Airstrike or P47's as USF.
The Damage on Infantry is.. Questionable..
My Solution would be, if i understood correctly, to increase rate of fire a bit, so it could cause the critical to shoot down the plane, and one guard squad can't take it on all alone
+1 |
@OP welcome to CoH2. Cheese > all |