I think the Luchs performs well theoretically. It's seven round burst is what typically pushes it past the point of effectiveness and into ridiculousness.
If it's burst were reduced to, say, 4, but the cooldown between bursts reduced so that the shots fired per minute were the same, the Luchs performance would be a better fit.
Right now it can deal so much damage all at once that it tips the scales before anyone can react. Look at the M8 Greyhound for another case. The vehicle itself kind of sucks at everything, but its canister shot is arguably one of the most powerful abilities the USF has at its disposal. (It is easily considered OP.) This is because it's a single shot that essentially wipes one infantry squad without any effective chance to react or counter. |
Most units when used effectively and correctly are quite useful and powerful. The thing is, if everyone built ostheer scout cars, soviet SU-76s, and the like, there would be much more dynamic and interesting gameplay.
The thing is every single faction has always had other, better units readily available that usually do everything and more than these units while also being easier/cheaper to use.
Which is why such a large chunk of the game is "UP" and ignored. I've had some great and interesting games when people have used unorthodox strategies and UP units/abilities. It's an invitation to try them myself.
But at any time any player can always reserve the right to just, say, blob units and wipe the match of any strategic depth. (Especially if there's any competitive spirit.)
*edit
But to answer your question: "Merge". |
They are the Nazi Brits. Therefore there is much hate and ire. |
Ostheer is the faction that is least impacted by its commander choice, this is true.
This puts the Ostheer in both a comfortable and precarious position. Comfortable in that they have access to more options than anyone else. Precarious because the access is to options, not results.
Ostheer can certainly do more with just stock units, but they can still only pick one course of action per match. The chance to make the decision that costs or wins you the game is more readily available.
And like all factions, the effective courses of action are very few in number. |
I miss pop cap being tied to territory control. |
Dont underestimate the input of an individual in a position of power.
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Yeah, engine on fire and every vehicle pathing directly over fire pits/fire pits placed directly in the middle of pathing lines were annoying.
One thing I miss though is turret damaged/destroyed. Slowing/stopping turret rotation was fairly RNG, but it really made tank combat more dynamic.
Crew shock as a reliable ability annoys me, but as an occasional effect of taking too many frontal hits/bounces I do like.
The crew injuries and such are nice, but vehicles and their crews are presented in game is, well, odd to say the least, especially now that there's USF with actual vehicle crews. I am willing to bet injured/undermanned crews in USF vehicles don't impart such effects, as 'crew injured' is a vehicle status, not a crew status. |
Hey, MG42s are great so long as they operate within the arc of fire of a bunker with an mg42.
Two MG42 crews is just asking for a full retreat or giving the allies MG42s, but the bunker is immune to instagibbing from molotovs and nades, and the mg crew can cover the bunker from flanks/demos. Plus, if the mg42 crew dies, the gun is still in the field of the bunker's fire and won't be easily stolen by the allies.
For covering a fuel point and/or supporting an OKW teammate, I find it to be a superior option. It also helps force the allies hand into having to clear a bunker. The first sixty munitions is a hefty cost, but it can often pay off.
Edit, and Lightning War is actually a pretty decent commander infantry-wise.
Tactical movement is rarely worth it for 40 munitions, especially when air support is unlocked, but it can be great in a pinch or to rush for VPs. Likewise, the 90 munitions osttruppen AWM is hard to effectively use, but I have had tremendous success with it lategame. The trick is to hope the RNG gods don't wipe squads in the process of getting them. Osttruppen squads are often the perfect units to send around to back cap/stop backcapping conscripts. Plus they have fausts, which can make any vehicle sent to dealt with them disabled, which can really help out the main front.
*Edit 2,
Also, tactical movement is often paired with g43s in commanders, but it is interesting to note that units don't fire on the move while it is active, which is the principal benefit of g43s over lmg42s. |
But remember, they have an impenetrable NDA on everything, so, you know, you can still speculate that they still could do it but can't say they are.
But then again, the list of things that need addressing has only ever been growing. (Even though it took one person a few hours after opening up the game to modding to make a mod that addressed a vast amount of issues competently.) You'd think they could hash something out in a month. |
Mainly? Interface lag, misclicks, control fumbles, and by getting bored/fed up with the same gorramn stagnant strategies and just using units/commanders I want to use for once.
I'd say RNG, but that also helps me win games too. It's at best neutral. At best. Win or lose, it often takes the wind out of many a game's enjoyment. |