Is there anywhere that I can view exact numbers for unit sight ranges?
I seem to recall that there's a DPS stats spreadsheet somewhere, but from what I remember, it didn't have unit sight ranges or any other such stats. |
I'd rather have a larger map pool.
I still don't understand why there's a rotation instead of just cumulatively adding maps over time. |
Also, three panzerfausts don't finish an Allied light armored car, while spending all available munitions.
So AT guns are literally the only thing you can bring out that can survive against armored cars. Of course, an armored car can easily drive to the other side of the map and harass there, while the AT gun can't follow effectively.
All while simple, unupgraded rifle-wielding Allied infantry directly counters the 222, and various handheld AT solutions seriously threaten the 251.
Ostheer has been "medium tanks or bust" for so long, that all the waxing philosophical about opening up "new strategies" is, frankly, a farce. |
The 222 is also still an "armored car" that takes damage from bullets.
The fact that Ostheer is spit upon by having "armored" vehicles that aren't really armored and get destroyed by literally everything, while Allied factions get actual armored vehicles that completely obliterate infantry in the early game... well, I won't go into a rant, but Relic are sickeningly biased for allowing this. |
Keep on using this strat and winning.
Once you've laddered up enough you will see yourself getting countered, don't worry
Well, my issue is more... how do you get greater sight range on other doctrines?
Are there any kind of tricks people use, like maybe building structures of some kind, or positioning in some special way in relation to buildings/trees/etc., or holding a certain portion of the map until a certain phase of a match?
Or even something as basic as "put Sturmpioneers up front and Volks in the back" or vice-versa?
Because with all other doctrines, visibility is so limited that it's just frustrating. |
Well, G43s won't be viable against them anymore at the new CP level, so it's going to be MG42 spam.
It's easy to say "reposition after each fight" (which you should do with all units, really), but the simple fact of the matter is that no one should be forced to use setup teams, and baseline infantry should be viable against all other baseline infantry, defeating them reliably so long as the user's tactics are better (i.e. sitting in green cover while the Penals run across open ground at your units).
Sadly, this STILL isn't the case, even after YEARS of ongoing Ostheer buffs.
So go full cheese. Garrison everything you have in buildings, build bunkers if need be, and hope to all hell the opponent isn't super competent.
The ONLY light at the end of the tunnel I see is the removal of instant garrisoning/ungarrisoning.
That might just allow some considerable model wipes against Penals... not that there's much reason to garrison them other than to deny your opponent a building. |
The funny thing is, the raketenwerfer is more annoying than it is actually good at its intended role lol.
Basically.
AT guns are the single most vulnerable setup team in the game, so while you'd think being able to retreat would help an AT gun team, the reality is that the tiny range and the terrible performance hamstrings OKW more than being able to retreat AT guns helps.
You still have to use AT guns defensively, even with magical stealth, because players with any modicum of experience never send tanks anywhere alone.
So "ambushing" tanks with Raketenwerfers just isn't anywhere as viable as you're making it sound, OP. |
Damn it... I opened this thread in another tab, posted mine, then realized this thread is literally about the same thing.
I've been using practically nothing but this doctrine since picking it up and giving it a serious go.
The sight range of the Jaegers is just too good to pass up. It allows engaging at longer range and generally clears up so much more of the map than you'd usually see that I just can't live without it anymore.
The amount of troop coordination I pull off and the better defensive arrangements I setup thanks to the increased visibility is just huge.
And having actual grenades on Volks is super valuable too. The Ostwind is surprisingly potent nowadays, and seems it's being somewhat buffed even further in the upcoming patch, so it's just such a powerful doctrine that I'm honestly searching for reasons to use any of the others (hence that new thread I made and now can't delete). |
Ever since I started playing Jaeger Light Infantry often as OKW, my amount of wins and overall performance has skyrocketed thanks to Jaegers' sight range. They make all other infantry in the game feel like they're functionally blind.
So I'm wondering: what do people do with other doctrines to spot without putting valuable units in danger, given how OKW doesn't really have units that aren't valuable?
And is it just me, or do Jaeger Light Infantry grant such a consistent advantage throughout basically 90% of any match that even the impact of a Fallschirmjager squad behind the enemy every once in a while doesn't seem to compare in terms of overall potency?
I've been annoyed with how blind units in CoH2 are since the game's launch, but I was always put off from trying Jaeger Light Infantry because of how ridiculously flimsy Ostheer four-man squads are (and so I assumed the Jaegers would be the same), so I never realized the positive effect such a long sight range has on the entire OKW army, even if the squads providing it are four-man. |
As Ostheer in particular the faction is heavily designed to defend
I'm aware.
That doesn't change the simple fact that on-demand offensive active abilities are universally superior across all PvP multiplayer games.
In shooters, MOBAs, RTS, everywhere, characters/classes/factions/units who have such abilities are inherently superior to those who don't, because skilled players use these abilities at just the right moment to guarantee kills.
And the received accuracy buff from Blitz is a joke that's negated by that same RNG mentioned above.
Just because a faction is defensive, doesn't mean it's fair to give all Allied factions offensive actives and short-change Axis factions. |