Is this site actually updated? I remember looking at somethings and feeling that the information was off.
also Ostwinds can reliably hit the front of some medium tanks (looking at you T34)
It wouldn't die anyway, you need 4 shots to kill, the tiger missed the last one.
Shermans at close range too. I don't get why people complain so much about the M10 after the crush was nerfed, which I never really thought of crush as being OP anyway, since you can just retreat and/or snare and RIP tank with minimal casualties (admittedly I rarely ever see M10s period but have never fought one). I mean frim what I've heard and seen it's just a jackson lite, which is squishy enough already.
The primary issue with the infantry-demolishers class of vehicles is that they tend to overshoot a lot if left to their own devices, which leads to an even greater performance gap.
This makes an entire array of already useful units appear as useless. I've lost the count on how many times somebody has said Brummbar is useless.
Before you judge them, the list of people that complain about the "uselessness" of the Brummbar even include some of the top-most players (perhaps they play too much 1v1 and they never tech up?).
We've addressed this issue with the Stug-E already (its shots are now perfectly centered around the impact point regardless of whether you use attack ground or not), and will be doing it for all infantry demolishers.
On-topic, the Brummbar is OK for its price, and we will be adjusting the competition to its performance.
It's the whole supporting web that comes with the Brummbar (Dive Bomb, Stugs, Elefant) that make it overperform for the game modes you are concerned with, rather than the Brummbar itself. Finally, another issue that heavily skews the perception of Brummbar in these modes are:
- OKW's massively OP repair speeds (try repairing Brummbars with OST Pioneers)
- OKW's overall late-game performance
Ostheer spends the entire game being reactive/defensive; T4 needs to offer the kind of tools that let OST go on the offensive, otherwise OST will be a lame faction to play.
OST infantry can't go toe-to-toe with allied infantry; and you can't force OST to crutch on the MG42 for the duration of an entire game.
Brummbar + elefant is a little broken in my experience. I use that and the spotting scopes/stuka bomb doctrine for maximum cheese. However, (besides stupid OP stuka strike) it's all pretty counterbalanced by accessibility and mobility. The brummbar could use a little more consistency between roflstomp attack ground mode and useless autoattack mode though. It's like ye olde PIATs.
Would be nice to think that getting hit by a M1 automatic 37 millimeter auto cannon and two 12.7 mm M2 Browning heavy machine guns would be enough to suppress a squad. Personally i'd take cover hey what would I know!
NIEN NIEN NOT DAS UBERMENSCHEN OF THIRD REICH! SHRUG OFF PUNY 37MM LIKE PANTHERPANZER.
Obers are an investment that pays off with unit preservation as soon as they hit Vet 2 and start picking off models with every LMG burst. They either A) Randomly die before Vet 2 and are generally are a waste of MP or B) Become one of your MVP squads for the game and wreck face.
Personally I've always liked Miragefla's solution of a cheaper T4 Truck that needs to be upgraded to call in Tanks so that you can get Obers out sooner before they have to contend with Vetted/Upgraded Allied Infantry. I think other things can be done too (Spreading out Veterancy bonuses more and changing the Vet 4 suppression into a timed ability like they did with the Luches.
That includes 2 vet three bars riflemen or double been Tommies?
Yes, beause they literally have passive suppression. Have you not noticed? Their vet4/5 state isn't the problem (actually it's more in the opposite direction), it's that when they first show up and up until they hit those vet levels, they are just plainly worse than volks. IMO that's only because volks are just straight better than they should be right now.
Hey, we also played a game today, a 2v2. Well, the problem in our game was that you allowed us to have double ammunition so we could happily spam STGs. However, Volks are a very potent unit, which needs some changes. The veterancy should be changed maybe since they are very durable and also the flame nades should be taken into considerations. But when you speak about blob, you should not forget that OKW has no other infantry unit until late when the Flak HQ is up (or you get the overperforming Panzerfüsiliere).
Just in general, I feel more relaxed when playing OKW instead of Ost since your infantry (aka the Volks) are not as squishy as Ost infantry.
If I'm not mistaken that's the game where we had a balance discussion afterward right?
Yeah but A) Stgs will be spammed anyway at only 60 muni (it was a blunder on our part, I think my teammate was out of his depth) and B) volks blobs really should be easily countered (easily as in not having to field suppression out the ass and covering each other, as I do now with stated LT build, or spamming rocket arty, which comes too late anyway and is doctrinal for brits and usf), since they are very easily made and won with. If it was that game, we did even manage to pin you guys to a medhq but blobs of volks combined with a rak pushed my M15 back each time, even with a .50 covering, which really shouldn't happen, since they're both dedicated suppression units.
Thanks for all the replies, I was mostly interested in it to really give me the edge against okw blobs and provide heavy suppression in 1v1s. Definitely some good information, especially about shooting down the broken ass Ju87s. I didn't know that the mgs fired on hold fire (do they never have to reload?) and that it dies to 2 at hits (lol kubel status survivability), and that the main gun is beholden to obstacles (like old luchs, or what?), and I forgot about the vet buffs to the mgs, which will all definitely be useful.
But the MG42 is OP, why not ? It's a blatant fact, for no more than 260mp you get a non-doctrinal DSHK from tier 0 that can even pen light vehicles for ONLY 15 ammunition.
Now the maxim is getting trashed every single patch, I've never seen any use of the USF hmg either.
So when are you going to nerf Vickers and MG42?
Why does vickers need a nerf? It takes like 5 hours to suppress something. It does have that ridiculous sniper range in garrisons tho, but that's only in garrisons. Mg42 suppresses in 1 burst at any range tho. If it is was just ost, that'd be fine, but in team games they often get backed up by volks and sturms. Another example of how discrepancies between 1v1s and team games really fuck things up.
I really cannot see why smoke is necessary at vet 0. In my experience it rewards bad play,
ie overextending, not planting defensive mines, not supporting cromwell with at guns. So often I see brits yolo around with AEC (expect same from cromwells soon), drive straight into pack wall etc and then shit themselves, pop smoke and piss off back to safely.
IMHO brits need to screw up to loose AEC or cromwell when they first hit field and smoke is now an added safeguard.
Although, i do find lag being a crucial factor too on many occasions.
You realize that axis tanks get that smoke discharged ability in like 3/4 of their doctrines right? It's way faster than the smoke shell and "rewards bad play" much more.