The 160 HP nerf is unwarranted as the Stuka has much shorter range do not get the option to stay away from the frontlines, as opposed to the Calliope, Katyusha and the Panzerwerfer. Its not so hard to reach and counter - a Stuart or T-70 can do that nicely. This massive nerf to health is unwanted, unwarranted, nobody has asked for it and is counter intuitive to boot - one halftruck has half the health as the other halftruck, nah.
If accuracy is a problem then fix accuracy - the walking barrage is something nobody will miss as its weird to use, weird to see and is predictable to be avoided. Give it the same random barrage as the Werfer etc, not some super-easy mode for lazy allied players to counter it which involves throwing one dispensable suicide T-34 at it or a bunch of penals to fire off one-or-two round.
Otherwise, what sort of counterplay options are there? Do not build the Stuka, do not fire the Stuka? Ridiculus.
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The new 1.3 patch notes are promising, but IMO it still does not fix the Panther. Problem is its still overlaps very much with StuGs and Jagdpanzers and fullfills the same role. The Panther is supposed to be an offensive/mobile AT option, and the thing that could give you tank superiority, but it lacks the abilities (moving accuracy being nerfed) to do that, and it lacks the edge over Allied prediums and heavies. The Rate of Fire change, I have mixed feelings on that, as you again already have rapid firing AT in the form of StuGs and Jpz. The pricing is OK but the abilities are not. Neither OST or OKW needs a slightly more expensive and slightly better StuG or Jpz but unique unit with a unque role.
Mediums are mostly absent, given that they are not very good and cost efficient, super accurate TDs wreck them easy everybody rushes for late heavies and TDs.
The other problem is Wehr lack of late game infantry presence. By late game, Grens are far to squishy and few in between against double BAR blobs wading through yellow cover, and OSTs weapon teams cannot help so much in the arty infested late game. OST is supposed to rely on armor to compensate but does not have the specialized tools its meant to have. OST Pios are absent from late game as they are constantly repairing tanks.
Having given it a thought, I think the following changes should be considered. COH1 nailed Panthers so nicely, the COH Panthers WERE perfect in that they were the backbone of Wehr's armored fist. There you had a slower firing Panther, that did greater damage than normal tanks and it was very hard to actually kill.
Give both Panthers the 0,65 moving accuracy they need to perform as mobile AT units.
Revert the RoF changes, instead give them 200 damage in some form, i.e. high alpha damage instead of gradual damage. This would make them effective and sufficiently dominant against prediums which have 800 HP but it would not change much their relation to mediums. Differentiate OST and OKW Panther a bit more - in the recent patch notes they are basically the same.
I am thinking on a PzGr. 40 muni-ability at Vet 2 instead of the cancelled armor veterancy that would boost the damage to 200 and the range to 60 (OST unlike other factions doesnt have any 60 range AT options apart from the PaK that is far unwieldly for late game tank spam). The OKW Panther could be more of brawler, gaining 20% faster reload at Vet 2.
Revive medium tanks. All of them are lackluster and lack long term usability. All of them are far too threatened by TDs with practically guaranteed hit and penetration. Currently most TDs hit them with 88% chance at max 60 range at Vet 0, which makes them ridiculsly forgettable option. Decrease the Size of T-34, Cromwell and Panzer IV to 20 from 22 to give them a fighting chance. Sherman can retain the moving accuracy advantage and a buff to armor.
The T-34 was fine at 80 fuel imho, anything more at it would only go back to SU 76s and Su 85s and Katys. Keep it cheap and effective vs infantry and against tanks at close range.
The Sherman suffers from not being very much needed, as its armor cannot protect it and Rifles do not need much of a tank support so they rely on TDs instead. The Sherman could however function as a meat shield and provide the USF with more rugged armor if it has more armor to the level that it can actually deflect some light TD and medium tank rounds.
Buff the Sherman's armor from 160 to 190, which should be fine and would be the only medium tank with a mediocum of chance to actually deflect TDs, but it would be easier to hit to compensate by TDs its higher moving accuracy.
Pz IV suffers from lacking longevity and long term usability. Any hint of Allied predium, TD or Comet spam makes it immidiately a negated or a poor investment, since it cannot fight them later at all due to far too low penetration that does not improve at all. And it doesn't have much, if any of an edge over Allied mediums when they arrive first making it a unwanted and often skipped investment. The miniscule buff to its pen does not rectifies that at all, the price decrease again does not make it favourable over StuGs that are still cheaper, and well, just better.
In order to revive the Pz IV, an increase of penetration to 130 should be in order - ie. halfway between that of Allied medium tanks and Allied predium tanks, which gives it a worthwile edge over early Allied mediums but otherwise maintains its relation to the Sherman with buffed armor (ie. previously 110pen/160armor now 130 pen vs 190 armor = both 68% chance to penetrate at mid range)
OST's StuG is meant to be your solution vs mediums. Decrease its medium range pen to 160 (-15%) so it can still perform strong that role (except for the buffed sherman, which now gains breathing space and becomes a more valid choice instead of just waiting for TDs), but its unwise to keep spamming it because allied teching/call ins can still invalidate it. Increase its survivability however, by buffing its front armor to 180 (28%) to give its sufficient protection (right now virtually everything pens it easily from the front) and decrease the target size to 19 from 20. To compensate for the survivability buffs, decrease its insanse DPS by an equal amount and decrease its rate of fire from 4.1 to 4.8 (16%), which coupled with a similar amount of pen decrease will keep the unit more or less on the same power level, but with less emphasis on DPS.
Wehr is now however without an affordable asset (Panther is way too expensive to perform that role) against higher armor targets, as the PaK 40 is lackluster against Comet and Churchill spam and the StuG is no longer an option against these. The PaK is far too similar to other ATGs already due to buffs to the latter. Buff the PaK 40 penetration of the PaK 40 to 225 from 200.
Tiger is mostly fine with the 1.3 patch, but IMO - along with all other heavy tanks, i.e. Pershing, IS-2 - that are overshadowed by prediums - it should be considered to increase its damage to 200.
Finally, all of this is to naught if Wehr cannot field its damaged tanks and cannot maintain infantry presence. The solution to both would be IMO to give OST an OKW style repair pioneer upgrade option at the Tier 3 building, but only after researching BF 3. This would free up Pioneers, give them roles again in the late game, give OST more (if weak, but useful) infantry presence, and allow it to actually use those tanks. The current late gameplay of OST is basically two pioneers being constantly at the back trying to repair the tanks, i.e. about 1/3 of OST popcap is constantly out of action. |
I do not get why there is increased reinforcement cost in the first place. The only thing it does is increasing bleed. Bleed is not a problem, the fact that units you have forced to retreat return to the field too fast, negating tactical play.
So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats. |