I have no issue with my grens losing 1v1 against the USF and UKF infantry in general as they are costlier units than grens. The close range buff that RM have gotten in response to trying to balance them out is total bullshit and should be undone because nothing was done with grens.
What I do have a problem with is the current state of grens vs. cons. This used to be an even matchup. Cons used to be early game initiative tool and their powerspike would slowly go down as the game progressed, ostheer grens got lmgs. Now When they can get nondoctrinal 7man upgrade they dominate the late game also over what is supposed to be late game faction with the only T4 in game.
Conscripts get a late game non-doctrinal triple buff upgrade in the form of 7man squad. This bullshit is unacceptable unless balancing measures are made in order to ensure that ostheer mainline gets the same treatment in the late game. |
- Armor angling affects penetration
- Default hold fire and reload commands are available
- more realism: bigger squad sizes, bigger maps, more lethal fire, longer range etc.
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So you get a game against SOV on some balanced 1v1 map like Crossroads. He goes for 4 cons and you go for MG and 3 grens. Then at 3:30 mark you see it! The planes carrying 45muni packages start flying over your opponents base and you know you are against SVT cons. What is the best reactionary course of action? What commander is the best counter pick? In this scenario we assume that the SOV player is going for support weapon company and then t70 within the first 8-9 minutes of the game.
EDIT:
The issue I'm having here is that no matter what upgrade I get for my grens the Cons are going to win them easily and more economically: 5Men grens lose at every range. g43 grens win only if they are magically teleported within 5m of cons. LMG are the favour at the max range engagement, but SVT cons still can still occasionally roll good RNG and win. And no one in rank 100 or better is that brainAFK anyways to just stay in max range fight with LMG grens for a min for grens to win. When I get 222 or 251 flamer they only have minute until ZIS hits the field. If I go for two LW he has no problem going for second ZIS and then there goes my LV game. |
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This might be just my biased axis fanboyism speaking but a 6 man squad that can be equipped with 4 lmgs and has access to variety of abilities could be considered under some circumstances "OP".
If change is needed to make this unit an "either/or" AI/AT unit then the balanced approach would be to make decision between 3 DPs or 3 PTRS and lose either hit the ground or button ability depending on the upgrade decision. |
Yeah the pershing doesn't counter tiger and absolutely doesn't counter ace. I have no noteworthy experience about p6 vs comet so either I had no issue facing them or game never got to that point.
It is true that as allied player facing the axis heavies you have access to more 'harder' counters in form of dedicated TDs that come quicker than t4 panther for ostheer, but this again is more about the ostheer design currently being shit against heavies in competitive 1v1 setup than the allied counterparts being OP.
Also what can make the IS2 vs P6 comparison more in favour for IS2 is that the meta compositions of the armies favour heavily soviet: Zis guns & IS2 beat P6 & T3. In vacuum the Tiger wins the IS2. |
Based on the previous trends and what has been going on in the forums the next patch is gonna be: "Time for SOV and OKW to be dead"
-over the top buff to ostheer T4
-USF gets OP medium AT option
-Infantry section blobs made great again, this time with ability to use brens on the move
-Balance teams removes the Faust from falls. Also they remove 3 fg42s and all the grenades because balance is only achieved through triple buffs or nerfs. |
I love stug and would love to see it made into a worthwhile investment due improved ability. I'm just afraid that if you improve its ability to take on heavies or TDs then the T4 is going to be dead for good. Why would I ever tech up for p5 when I can get 2,5 Stugs that can now bully heavies or TD for the added costs of teching and p5.
Stug is not a TD, its an assault gun and as such it would be more fitting for it to just receive HE rounds. Just like it says in the description. The P5 is the ostheer TD and it's great. The T4 should just be fixed to make it more appealing choice in 1v1s |
i watched through this and here are some mistakes:
Your main problem here is that you took bad early engagements against units in better cover or against more units with one isolated unit. You keep mg42 in the center house instead of actively using it on the field with your units in order to pin the enemy blob. He went full 3 ptrs on his penals meaning that your assgrens and grens upgraded with lmgs blobbed would have eaten them alive because they only now have 4svts per squad. Your 222 is a bit late and losing it is unfortunate. But this means that there is a clowncar running freely around and you have to keep this in mind in order to not overextend. At this point it is already gg because you have no snares and he has full map control. Towards the end he just bleed you with his shocks and blob and his better map control translates into having better armor. And so he just stomps you. But I think that he also lost a lot and you could have easily won with few changes:
-assgrens are bad on an open map like this. Also especially bad against SOV because shocks shit on them
-use mg more agressively and use it to support your troops
-counter ptrs blob with lmg gren blob
-get 222 out at 5min to chase off m3 and shocks, pak out at 8min to repel t70 |
I already have a hunch that OKW is being strongly favoured over ostheer. Also I have a feefee that the vast amount of winning ostheer strats revolve around going for 0CP units. Grens seem to be rarity. This should signal to the balance team that something is off, if the benchmark for the whole mainline infantry does not see as much use as it statistically should, or players opt to play OKW.
The issue with t0 hmg compared to t0 grens is that you always are severely behind in map control because you have to build t1 with pioneers and hmg takes ages to build. You also have to use pioneer and hmg in tandem causing you to lose even more capping potential. The t0 HMG was introduced 4 years ago as a way to "promote combined arms", but I think that the real reason was that grens couldn't fight against western faction mainline properly.
Now when significant changes have been made in an effort to balance out allied mainline it could be high time to try and revert this t1->t0 hmg update and return grens to t0. Instead of being forced to go assgrens or osttruppen if you want to have early map presence. |