The Brummbar and Pwerfer give OSTheer a distinct edge against infantry that OKW sort of lack in their vehicle offerings, which is kind of what the "weak" volks would be wanting to deal with. In terms of fighting vehicles, OST's infantry AT is superior to OKWs (nondoctrinally), Shreck Pgrens clearly outpacing a Shreck'd Sturm. Stug vs JP4 is a debate that could go either way, they both have their strengths and weaknesses.
I should probably clarify that I'm speaking mostly from a 1v1 perspective, where I'd rarely build any of these units even with a ton of resource float. I know these are all much stronger in team games.
Unfortunately the game hasn't been balanced for team-mode scaling which does create a ton of secondary balance issues, but there doesn't seem to be much interest in addressing that.
Ideally they'd start by normalizing the economy between game modes by standardizing the number of strategic points on maps instead of 4v4 maps having 2-4 extra, and have some sort of cost scaling for caches, but none of that has been taken up either. Until then my balance concerns are for 1v1. |
It's exactly the opposite. Volks are pure garbage lategame and need a lategame buff ASAP. LMG Grens are very competent and become very powerful with camouflage/sprint if you pick the right doctrine. Ostheer is however a fragile faction for a variety of reasons.
OKW's stronger vehicle line-up and Ober synergy compensate for weak volks far better than Pgrens and OST's comparatively bad vehicles.
Don't get me wrong, Pgrens are really great mid-game and early late-game, but a 4 man squad with a midrange damage profile no upgrade and meh veterancy quickly loses it's effectiveness with a couple tanks on the field and opponent infantry are carrying double upgrades.
T4 ought to be a saving grace, however by the time you get there almost all your pop is consumed by the massive amount of poorly scaling infantry you need just to keep a foot on the field. At best you can only field 2 vehicles from it, both specialists, when other factions are capable of running around with 3-4 generalist premiums. |
As always I will state that my complaint with OST is that grens are trash that need to specialize in durability, or firepower, and not the middleground solution we have now. As is they're mostly worthless, particularly against the WFA as rifleman can win any 1 on 1 engagement by charging them, even in green cover, and sections blow them out in any match-up except for close up early game fights.
Allied armies are being balanced against volks which are just better grens for the most part, so it shouldn't be a surprise that grens are underpreforming, and 5 men or some other infantry is the only viable open for OST.
90% of OST's issues can be fixed by changing gren RA to 1, and increasing their damage, particularly long range, to compensate. If this makes them too fragile in the late game a little bit of damage reduction can be added to vet3, or preferably to one of the later battlephases. This change gives grens a role distinct from 'worse volksgren' that gives better flavor to the faction. With higher long range damage they can actually exert map control since it doesn't take 5 minutes to win a favorable engagement, and the higher RA emphasizes good MG play to limit losses. |
Every squad has a set "loadout" of entities. It's defined by entity blueprint and number of specific entity blueprint. For example, Conscript squad's loadout is 6 Conscripts (I can't be bothered to look up the exact blueprint name). When they get the Mobilize Reserves upgrade, the "Conscript sergeant" entity gets permanently added to their loadout.
I don't remember the details, but I think that in cases where the loadout entities have different costs (e.g. Officer models in Major, Lieutenant and Captain squad at WFA release) the cheaper ones get priority. You can't decide "I want to reinforce with this specific model", because they get reinforced from squad's loadout. Once you add an entity to the loadout, it's treated as permanent squad member, so if you just add Ostruppen entities to loadouts of those squads, it would be possible to reinforce those squads to 8+ models.
That all makes sense.
Is there any way the conscript merge logic could be abused? Like maybe the squad could have a nominal loadout of 5 models, but reinforce is limited to only 4 models? Buildings could then just 'hold' x number of ostruppen models and issue merge commands to any squad in range until they exhaust their pool of models. |
This would be impossible to implement. There's simply no way to have 2 different reinforce abilities on a squad.
Presumably models can be added to the queue as I suggested though?
I've never payed close enough attention to be sure, but mixed squads like the USF captain will queue an officer model if it's missing right? |
Not sure if the logic can be handled in game, but I'd like to see ostruppen reserves changed so that instead of any new squads or anything it just adds one ostruppen model to the squad reinforce queue for every model missing.
E.g. I have a 2 model squad on the field and I click the reserves. 2 ostruppens get queued up for reinforce, but don't appear immediately. I retreat, or move next to a half-track and then the squad gets those ostruppen models unless I decide to cancel them in the queue.
Perhaps a full squad could even receive a bonus ostruppen model for extra flavor.
Would remove the 'intentionally lose models' incentive, and instead make for interesting counter-attack situations. Makes the 251, 250 and command bunkers more attractive also. |
It'd be nice to see a few early 'sighting' rounds on the mortar barrage that deal maybe 10-20% of health's worth of guaranteed damage, but then again it'd be nice to see this for most arty strikes.
I've been meaning to do a long thread on muntions economy, and the all or nothing nature of arty strikes really messes with their 'fun' level IMO. While counterplay is definitely a necessary part of the game, I don't think that such expensive abilities should have the option to be 100% dodged.
I think all but the super heavy artillery strikes like railway should have some level of guaranteed damage like skill planes in order to help disperse mid and late game armies, and reward doctrine choice. |
I don't have a chance to test it out anytime soon, but just looking through the changes I'm liking most of what I've seen. |
This thread is about paying for it regardless of source and making it timed. Anything else is lazy and not understandable in a micro intensive game light CoH2. Just park your 90 sight Vet2 222 with scope somewhere in safety behind your frontline and keep it there until your frontline moves.
A lot of the muni economy already feels lacking in purpose and like an unnecessary micro tax as it is, so I'm definitely not in favor of converting already existing abilities into muni-sinks.
I don't see any problem with the existing recon abilities large enough to justify sweeping changes that will surely create exponentially larger balance issues elsewhere.
I do think there might be a few recon abilities that are too strong, not because they are too cheap, but because they provide so much sight that they dramatically alter the gameplay formula without a strong counterplay mechanic. |
Is this really a thread whose entire premise is "all the factions need to be identical"?
|