The P4 just needs some kind of moving accuracy buff I think, otherwise I don't see much issue with it. I don't think the Sherman should be a "better" tank per say, but it should have more utility than a P4 (which it currently does, and you pay for that with more micro required).
The Panther as others say should be a stat clone for OKW but obviously keep the popcap and cost inline with the factions needs.
Also the Ostwind for Both OKW and Ostheer seems to have impossible to obtain vet.
The real issue with the Ostheer tanks is at the heavy end of things. The Tiger is just laughable and the Elephant seems to totally fail compared to the Jagdtiger despite being a similar roll tank.
Yeah I agree with this too. I once saw a vet4 okw ostwind though. It seems like ost is generally okw's disabled little brother in every department but team weapons and cache building for some reason.
Nice work Cruzz! Really good information. A couple of questions: does the .9 RA modifier on tommies and commandos still apply when the attacker is under 10 meters? Also, does the ~40% better nature of brens on commandos mean that they are only about 10% less effective than brens on infantry sections when the commandos are on the move? (this ones more for just lulz if it's true)
Please Stop people ! This game is being destroyed by all of these calls to nerf everything...please just stop before it is unplayable.
If everything gets needed won't it just be like the current state but things will die slower? Kappa. Pfus seriously need a popcap increase and maybe a reinforce cost increase since they're wayyyy too spammable if you hit two cp with kubelspam.
I'd say no to damage bonus because all tanks (almost all of them) have same 160 points of damage.
That. P4 could be cheaper, however it's still definitely comparable to a Sherman, gets skirts with vet and the best pintle mg, and doesn't have to switch ammo, and gets arguably better (doctrinal) smoke ability. Panther IMO should just be a clone of okw panther for the same price (compensation for inaccessibility and lack of vet4 and 5)
First off, allies tanks are way better at crushing, which really shouldn't even matter because doing it as either side is basically suicide for the tank, and you can just retreat out of it anyway (which is what I always do). Blitz is decent for crushing, but still not as good as comets and croms.
I just think it's weird that Stuka gets to be twice as tough as pwerfer and katy, callie being tough makes sense because it's a tank, more expensive, and comes later than other rocket arty. Like stated above, Stuka is a skill cannon, but it's pretty good in the hands of a good player. I still think it's generally better at wiping than a lot of other rocket arty but it's pretty damn expensive too, and takes quite a bit of skill and some luck.
Why does USF even need an early hard-counter to HMGs and garrisons? Cos I can't see that on UKF or OKW side too.
And if you say now that UC, Sturmpioneers and Kubelwagen is that mentioned counter, well then leave the current USF mortar like it is. It counters garrisons and HMG like intended but sucks vs anything else, and this is how it should be.
Just decrease the price Id say cos that mortar is definetely not worth 240MP
I think it was unnecessary as well, but I believe the reasoning is that usf is supposed to shine early game, but can sometimes get shut down during that phase by mg42 spam, especially on maps with lots of garrisons. Personally, my solution would have been to reduce the cost of teching nades by like 10 (maybe 15) fuel and maybe even add a wp or flame nade like volks get (wp because that seems to be an allies thing for whatever reason).
The crewman seem to be weirdly good shots for a support team. On the rare occasion I fight one with < vet2 rifles, they'll sometimes kill one or two models before they retreat the thing, same story with REs.
That is a very bias approach to point out opinions.
It's not like OKW received huge amounts of resources with "full" income. All unit cost increased (fuel and muni) except Kubel while MP bleed threat still exists! 222 buff was necessary, you rarely see someone uses It and always blows up in seconds. Flamer HT is only a cheesy build It's like clown car build and both have solid counters. They are like Scholars Mate move in chess.
I would say Volks are closer to been balanced. It was much more stupid to trying to defend 4-5 squads of Volks with panzerfaust. MG was a really necessary change for OKW since previously, It forces players to pick one specific commander every game.
He never said "Germans op", he just said cons are bad.
Yea that's why the few people who still use conscript in 1v1 try to finish the game as soon as possible, they know they have literally no chance during the late game phase with these underperforming cons
In teamgame the long range fight come very quickly, so there is no reason to use cons in teamgame, they are just vet fooder
Actually I feel like in team games the ability to meatshield is pretty valuable for infantry. I'm not saying conscripts are fine as-is, far from it, but I often find that there's so much high explosives being tossed around that all your infantry really do is run around and cap anyway.
One can adjust both tanks and CQ units if there is need for. Losing a model the first second of engagement make the fights mostly rng.
I don't know man... there's still so many problems that would come with it. You would have to rebalance snipers, all anti infantry vehicles, mortars, grenades, even crushing probably, and unit speed would still be an issue, even if all cqb infantry was nerfed.