Generally allied light vehicles are more likey to kill your 222 than you are likely to kill them. They repair really quickly, can cap points with crews, and one of them has a bazooka crew. Their armour is not penetrated by small arms. If the player is a bit skillful they will bleed your manpower. They may even want to absorb fausts to drain you from munitions. If you invest in a pak, they will overrun you with infantry. You can only count on their mistakes and overextending with their light vehicle. If they are not really bad they will always come with infantry first to spot for the light vehicle. Oh it's just bad
Have you actually tried the build though? |
doing it
Let me know how it goes. Seriously, I'd like help refining it. Though tbh, might not be as comparatively good after the patch since one of the main advantages it has over standard builds is early pgrens, and standard builds will be able to get them early anyway after. |
I currently do a jaeger infantry build that skips t1 right now.
It's one extra pioneer (so two in total), then two mg42s. Do a greedy capping order so that you can get fast fuel, tech BP1 as fast as possible, get your t2 up as fast as possible, and get a 222 as fast as possible (you'll probably be floating a lot of manpower right now, and if you are, you can put up your med bunker right now).
Once your 222 is out, if your opponent got a super light vehicle (m3/uc) then you want to hunt it down and dive it as fast as possible. If you do, thats a really big win. If not, then you just want to get map control with the 222 since you should be really losing most of the map now. You also have 1 cp by now, so you upgrade your mg42s with camo. After, get a pgren (upgrade it with camo and g43s if possible), then either another pgren or a pak. After that comes the command squad so that you have the faust.
I haven't seen anyone use the build, but I think it has potential. I wish more people would give it a try, but convincing someone to go ostheer is hard enough - convincing them to go as weird of a build as this is... |
Hey that player lineup is pretty solid. Should be some great games!
Idk, they seemed really desperate for a sixth player given who they settled on for the sixth. Let's just hope the wheel pulls through. |
Actually, that part would be entirely easy. The way weapons are penalized (or not, in the case of flamethrowers [who do 25% more damage against targets in heavy cover] as well as sniper rifles) by cover is actually just a section of the weapons' own stats, so they would just have to change some numbers around.
But snipers don't kill by inflicting damage, they kill by inflicting a kill critical on an infantry hit, don't they? I'm not sure how trivial it would be to remove the kill crit then give the sniper rifle damage, but at the very least, it would be more complex than solely adjusting the cover multipliers. |
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Then how would we describe 60 range?
The range of a jackson/su85/su76/etc. 25 more range than standard sight range. 10 more range than 50 range. Choose any expression that is mathematically equivalent to 60. |
How is a shock Ostwind any different to a shock Luchs or T-70?
The massive difference in durability, mostly (one of the large distinctions there being that the ostwind can't be snared by a single at nade). For the preview mod ostwind, the massive difference in lethality too. |
Sniper range.
Sniper range is 50. |
Late game Cons bleed allot while opposing unit receive very little damage in return.
Sounds like reducing their reinforce cost and giving them an extra mosin of dps can help a little bit with that. |