Thread: Ostwind31 Jan 2019, 17:16 PM
They both require to be stopped to work properly. Ostwind doesn't perform on the move and when you use it as it has been designed for (stationary), it works perfectly fine. That's why I say we could add a setup time for the Ostwind that would probably help people to use it to its maximum potential.
Now Pz4 is simply too good vs infantry and medium tanks. There is absolutely no reason to build either a Stug or an Ostwind when hitting T3 as Ostheer.
I mean, it never cross my mind when I play Ostheer to build anything else than a Pz4 since it is superior/equal to the sherman, T34 and Cromwell. And that's probably the same feeling for anybody playing Oshteer since everyone basically rush for the Pz4.
And buffing reasonably the Ostwind isn't going to change this issue. If you look a the responses given here, many people want the Ostwind be able to deal with LVs and LTs. People want a Pz4 kind that comes earlier (because cheaper) but still able to fight his way vs anything on the field.
If we give some reasonable buff to the Ostwind, nobody will use it because the Pz4 will still be a better choice because of its versatility being good vs tank and infantry.
Look at the Stug, everyone stopped using it the moment it went from OP to what it is today, which is still really good tank destroyer. So that's what is going to happen to the Ostwind, or you buff it to a certain OPness and everyone will use it, or everyone will still prefer the Pz4.
NB: I'm perfectly fine with buffing Ostwind AA performance.
Whuut? its not too good ... its the only thing u got when u go T3 and u want AI....BECAUSE Ostwind sucks!
U play Axis and the enemy is spamming/blobbing inf u have 2 Lategame Tanks P4 and Brum....
the Whole T3 is messed up because of the Allied TDplay. The stug especially ...
Ost suffers also from the fact, that the allied Inf At options are much better. The Ostwind as an AI Unit faces 6 Man groups with with double Zooks/Ptrd.
It must make more dmg against Inf too actualy stop something... And maybe a ability that give u AP rounds against LV, something like the MG42 stuff |
The problems with the best counter to the sniper being another sniper are:
- It doesn't work against a more skilled sniper player, who'll countersnipe your countersniper.
- It forces you into sniper play. A lot of players loathe both using and fighting snipers.
- USF and OKW don't get snipers.
whuut?
1. so why should a player be punished to master a micro nightmare?
2. and? there are many counters to a single model unit.
3. USf have 6Man untis with double bars... even if the sniper player manage to kill 2 Modells the Rifles will fuck him up and he HAVE to retreat or die. There are also enough other options... mortars LV and so on.
OKW have 5Man wich also force them to retreat if run straight into him.
U can get the leiG or go for T2 wich completly stop them from being effective on the field.
In the Midgame the sniper gets worse and worse, by than there are 1000 things on the field wich wipe him easy and there are more units to micro... there is no time to "perfectly" micro this unit when u have 2 Tanks 2 Mgs Morter and a lot of inf to work with.
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The very moment you'll show me these instawipes.
Pair of volks can tank it for pair of puppchens to kill it.
If it doesn't work for you, you might want to start using the puppchens to damage instead of attempting to throw flame nade when approaching on red cover.
Also, how terribly bad are you if you feed kills to bofors all the game? Is it chasing you around the map and scoring 50+ kills?
If you have lost more then 3 models or anything more then a Kubel to bofors, its L2P issue.
LUL
Pls give a replay "how to deal with the Bofors" against a not brainaftk player. |
So you mean u have your whole army at the bofors, while the brit sit there and drink his tea and look how u bring down his emplacement? Long time ago that u play this game, right?
Its almost this real situation:
brit build a bofors, sit his army in the near from it...and can expand from this point, whenn u try to deny this..he can backpaddle behind is Atlantic-wall and is safe. even p4 and panthers struggle, while at this point there are handheld AT, AT guns and tanks on the field from the brit player.
so there is not this moment, you can: Oh i smoke this shit and kick it away
there are "common" points where it is realy annoying to deal with...
1. Be aggresive, so dont let him build it anyway. Try to snipe his pios so he is force to cancel it.
2. if u have a leig, just constant attack it. make sure that u aim slight in the area where his pios may come to repair it.
3. force him to brace with flamenades. So normaly u have 3 volks so let one take the punch and there will be at least one nade to hit it.
4. some cheese with raketen...
5. Stuka
6. play 2vs2 and get a teammate with the mortar halftrack
7. leFH. i think even in 1vs1 one arty is ok |
Funny thing, this kind of screwed up mentality among mod team is exactly what led them to this debacle in first place. It appears certain members of team believe that German units should be plain better than their Allied counterparts just because they are German, which led to JLI buff despite JLI already being vastly superior to Pathfinders even before buff
What the gardening....
Pathfinders are scouts not combat infantry. The combat infantry come with paratroopers... the 6Man double MG or smg Unit.
Before the patch no one used them because they suck hard. Now they need a light MP nerf and thats all. |
The main problem with Jaegers is they've made a mainlineable unit that has massive advantages versus cover.
They've made a unit that essentially forces blobbing.
The 0.9 cover accuracy has to go unless these things are getting locked to the Schwerer Panzer Headquarters. I have every sympathy for the balance's team's position and the limited data they have to work with, but that change was a massive, massive mistake.
Or u just go for an early vehicle and or any kind of arty... |
MP to 280-300
G43 to 60 muni
Snipe to 60% HP rather than the 70+% it is at now.
Push to at least CP2.
Throw 1st strike bonus to Vet 1?
Done.
yeap this!
Guys we are talking about a 4Man AI unit witch get tea bagged by all kind of vehicls and arty so calm down.....
The costs have to be turned up slightly and thats all.
So the OKW Player may have some more "macro" than 1 Sturms + 3 Volks in Obers... and hey if the Memewind get a buff and scavege ... 1 more Commander that's not crap! |
Uhh what stats did you look at? Luftwaffe Doctrine was picked 39 times and Spec ops 81 in GCS2, so your numbers are waaay off (Luftwaffe was #1 in the players loadout, even higher than spec ops). And this dosen't change the fact that Luftwaffe was still the second most picked doctrine in GCS2, but that Spec ops is still the most popular commander by far, especially because of the Cmd. Panther call in.
I'm also not exactly sure how playing 2v2 and 3v3 is supposed to prove your point about falls, since the game is mainly balanced for 1v1?
Do you have a player card to back up that these claims are actually based on skill and experience and not just personal preference?
i took the analytics from the officail gcs2 side.
I dont play 1vs1 so i can only read what u say and watch youtube and something like these things. But from my point of view the doctrine is just not good enough for compedetive 2vs2 gameplay. Especially after the Revamp Commanders.
So what i experienced was, that 'Fallis are too weak and get rekt in teamgames easily. Double the arty double the tanks.. mortar... etc.
And the whole doctrine is not on the same lvl as the others.
i dont know what skill matters if a 4Man Unit get wiped by any arty and RNG while there are other "Elite" Units with 6Man. So even there DMG output on Paper might be ok but under normal game conditions they will be never get to there full potential...and al that for a 440MP Unit.
I have no idea what that has to do with my response to 'Smartie', but thanks?
U assume that all of this is part of a "bigger balance plan" ... While X is so that must Y is like this and so on.... but lelic had shown in the past that this isnt the case. Especially the Balance of the Soviet was always a mess with no "greater plan" behind it. |
Ranged DPS, abilities (smoke + bundle + pfaust, stealth), the fact that you can drop them behind enemy lines.
Dunno why you'd compare those two units since they have pretty different roles than one another.
Nope it is quite simpler... back than in the release time the SU was a faction that relay on very strong commanders with over the top call ins. And shocks are a Problem since the release of the game. If theyre a little too weak no one picks them because u need to get close and u HAVE to flank with is too much for most of the players. they want an A move blobb. If theyre too strong ...well we all know what this means. For the Luftwaffles was the main Thing the MG34 in the doctrine. Wich gave u with the Fallis a decent Inf play option and back than an extra Squat for Muni only.
The doctrine is quite decent even without FSJ, i dont know whst tournament you were watching but it was picked a ton in GCS2 and well used in the anniversary classic 2v2 tournament.
Airborne assault is essentially a ju87 at loiter for OKW, the dual purpose recon/smoke is always useful(like any recon) and valiant assault is an excellent offensive ability. The field fortifications is... situational at best but those three support abilities are the guts of the commander.
Well i checked the GCS2 side and it was used 5 Times while special ops 29 times... so i dont know what u have seen.
And I really hate that you make me go there, but if you never play 1v1 and your name is the same in game so I can compare our ranking, I really don't think you are in a position to tell me that I'm playing OKW wrong
No im not. May u try some 2vs2's and than u will see that the power gap through the commanders are on another lvl in 2vs2. That goes up in 3vs3...
But come back to the topic.
So after the Rework u just dont need the Luftwaffe Ground forces.
If u want to ambush pick JLI.. if u want to go heavy inf .. go special ops. |
I don't know why what level you are or what type of games you play, but for 1v1 that's certainly not the case.
The Falls are arguably the most versatile elite unit in the game considering their weapons, cloak, grenades and DPS, which means they have a solution for everything. Combined that with the Amazing Valiant Assault ability which you will often have sufficient munitions to use several times in the late game, you are looking at a quite solid (but somewhat situational) doctrine.
2vs2 AT only.
if u have 100 mun as a okw player there is something wrong.
mine booby traps... stg..
so the stg obers are much better at nearly all.
The camo is ok but there hit just not hard enough to thread a big unit(only cons) And when the arty phase bginn in mid game one random katy shot and u get a 440 MP fuck.
What can they do what other can not do cheaper ?
And the doctrine is garbage... with the change of the Mg34 this doctrine becomes obsolete.
Tell me when its so versatile Elite Unit... why nobody plays them at all ? (GCS)
Rework the doctrine and make them Better. I dont need the cloak if my vet Obers shredd anything at longrange... |