3) German Infantry commander: it's an interesting commander but again, i don't find it really competitive compared to others.
I'm still not sure if renouncing to the lmg42 to get the 5th man is worth, it can help a lot preserving infantry in the later stage of the game, we all know the big issues for Ostheer infantry when units like scotts, comets, katyushas and so on hit the field.
LMGs haven't been viable for years.
G43s are the only weapon upgrade viable for Grenadiers because they never stop firing just like Allied weapon upgrades.
The LMG42 stops firing ALL THE TIME, even just while acquiring targets or while twitching slightly during combat or when a butterfly flies past the unit. It's so incredibly bad. And now that mortars properly counter garrisons, there's even less reason to get the overpriced, underperforming Grenader LMG than ever before. |
I haven't played in a long while, and suddenly a bunch of spots on various 1vs1 maps have cover where there was none before but absolutely needed to be, allowing for units to actually defend those areas properly at proper angles to enemies approaching mindlessly straight at the defenders instead of flanking.
On top of that, it gives more cover to blast apart with AT guns, giving them extra utility even when vehicles aren't around to target.
When was this implemented?
And will there be more such improvements in the future?
It's seriously a bigger buff to "defensive" factions (still an absurd categorization) than any unit number tweaking ever done before. |
The German Infantry five-man change will make the commander mandatory in literally every matchup.
Literally EVERY SINGLE PROBLEM (except the 222 not being armored) the Wehrmacht has, including but not limited to...
- Being insta-wiped by grenades and mines due to model bunching (which still, to this day, isn't fixed, while Allied squads sprawl themselves across half the map with five or more models, becoming immune to grenades)
- Not being able to crew abandoned enemy setup weapons without losing the crewing squad after just a single model loss
- Inability to take enemy fire long enough to bring up AT guns/tanks or land artillery hits or perform a flank
- Losing literally all one-on-one fights against all Allied infantry
- Complete inability to survive long enough to chase away a sniper and still remain a threat on the field
...is solved by giving Ostheer five-man squads and allowing them to actually survive long enough during engagements to get things done.
Costs don't matter (although I'm sure they'll be absurdly high for something all factions should have for free simply because more models is always, under all circumstances, an advantage), build time doesn't matter, no restrictions matter.
Having five-man squads will make Ostheer squads actually perform the way Allied squads perform, and that'll be infinitely preferable, even if it means stacking AT guns instead of bringing out early armor, simply because Ostheer has more trouble early game than any other time of a match. |
The fact they've not been in the pool this whole time is a disgrace.
The multiplayer 1vs1 map pool has become an utterly boring experience.
Literally just shove all maps that can possibly be added, and it might revitalize a lot of players' desire to play. There's nothing to be lost here. |
I mean if ONLY okw had some sort of light car in t0 that could, like many other light cars be buffed in a way that imroves their performance against sniper. But simce there ISNT a 210mp light car that cam still cap if the enemy doesnt go sniper that could be buffed in the EXACT same way that other cars have been buffed to combat snipers i guess we will have to settle for copy and pasting and nerfing the ost sniper into the soviet faction.
It really is too bad that there is no light car option...
OKW isn't allowed to have a viable early vehicle. It'd break the universe, apparently, to allow the Kubel to actually win engagements against singular infantry units in the same way the British early vehicle does. Nope, Axis players can't have powerful units that require serious counterplay efforts, that'd be too OP. |
It's not about them HAVING SMGs. It's about how the SMGs perform.
This goes for literally all Allied SMGs.
You put an Axis SMG-wielding unit up against an Allied SMG-wielding unit at melee range, and the Allied SMGs ABSOLUTELY SHRED the Axis unit and instawipe the unit even if it starts retreating after one second of being fired upon.
Meanwhile, all Axis SMG units take half a year to wittle enemies down to half health and NEVER wipe ANYTHING unless they catch the unit on retreat with 10 health points and one model left.
You want historical accuracy and the originally intended game design that was supposed to make Conscripts incompetent but zergy? You switch the performance between Allied SMGs and Axis SMGs, so that the many-model Allied squads have to stand in close range of enemy units for a long time to deal serious damage, while the low-model Axis squads murder anyone who dares get into close range with them -- then it'll be accurate and balanced. |
For such a cheap price you are going to roam the battlefield with 2 or 3 222 with no fear of anything.
Except for the teeny-tiny little issue of the 222 not actually hitting anything.
I'm not exaggerating. The 222's guns do not actually hit targets unless it stands still and fires for three full bursts.
The first burst always misses fully, even if you order the 222 to stop. By which point enemy units back out of range and bring up some AT to blow up the 222 instantly.
I complain about the 222 not being armored because that's the most absurd and unfair thing about it, but the way it just doesn't deal any damage unless the opponent is braindead or AFK and leaves their units in its line of fire for a minute straight... well, that's not exactly an upside to it. |
If you want a P2, T70 or Puma type of vehicle, you are up to keep been disappointed. It's a 200mp 30f which arrives fairly early in the timing between scoutcars and light tanks.
The armor increase means that it practically got a ±50% increase chance on deflecting bullets frontally. Most small arm fires coming from infantry, have a pen of 1. Light armor vehicles benefit fighting low RoF high accuracy units as opposed to say SMGs. This is due to accuracy not been an issue. It's easier to fight off a scoutcar with a Pio/Rear echelon rather than grens or Rifles.
So, let's say you are getting shots by Rifles. 10 rounds per mag, 2.5s (it's 2.45avg but it's easier that way) reload. You can round the RoF at 1s or 2s (either near or far range) straight to account for the reload every 10 shots. 8dmg. 222 has 320HP.
You'll need 40 shots to pen. Before, frontally, it took around 360 shots to kill (1/9). Now you'll need 560 shots (1/14).
If somehow the Rifle squads are not losing models, not moving or been pushed around (old vs new)
1 Rifle will take near: 72s/112s. Far: 144/224s
Meanwhile, the Greyhound takes zero shots to kill with rifles, because it DOESN'T TAKE BULLET DAMAGE.
"Between armored cars and light armor"?? The 222 IS supposed to be an armored car. I don't understand this absurd insistance on keeping it unviable by making it take damage from bullets. There WHOLE point of ANY kind of light armored vehicle is to harass infantry. If it can't do that, there is absolutely no reason to use it. |
Its frontal armor is being increased to be more than the current Universal Carrier, which is basically immune to rifle fire, so it should finally be an actual armored car. So, Ostheer will finally have access to a light vehicle that can actually block something.
What? The Universal Carrier is not immune to rifle fire. At all. It's a tier zero light vehicle.
The 222 is a tier two vehicle that can't do ANYTHING unless it's COMPLETELY immune to rifle fire just like the Greyhound and all light armor, because that's the only reason to ever bring out light armor: to harass enemy infantry while staying away from their AT.
If the 222 can't do that (and it can't with the terrible accuracy it has on top of everything else), it's worthless. |
Not sure why Latch doesn't realize this? Oh wait, he only plays Brit. But even Brit only players should realize this. Easily one-shotted 50 range at gun.
Easily one-shotted due to not having a cover modifier, while simultaneously requiring like five shots to demolish anything.
Worst of all worlds, and terrible penetration chance on top of it all. But no, by all means, tell me more about how the stealth is somehow OP. |