The P-IV is really strong and very popular. Don't be silly.
Edit: for the record, I play both factions about equally and am a better Ostheer player than a Soviet player. |
Alright, so doctrinal Ostruppen are a
0cp
120mp 6-man unit with very quick recharge on the call-in. I believe 3 or 4 squads come out at around the same time as the first conscript
with a 10mp reinforce cost and near-instant reinforcement
gives very little vet and gains a lot of vet very quickly
require no tech building, unlike almost all other German infantry
their stats are weak, but with the cover and the accuracy bonus that's mooted by trenches and buildings, in which they become perfectly effective.
Stats courtesy of Tensai Oni:
For 240 MP, you get units with 576 effective HP (20% more than Conscripts) and potential DPS equal of 80% of Conscript potential DPS (without cover - it's up to 160% if all squad members would be in cover).
can
Faust (this requires the Tier 1 building, I believe)
Build bunkers
and at 1cp
build trenches
for free
in neutral and enemy territory
and cap and deny caps from inside them
(trenches, incidentally, can be entered and left almost instantaneously AND unlike buildings have only a low (I believe it's 25%) chance of killing any model inside them on destruction.)
changed since this post: Ostruppen now cap at half speed
----
So... 1) does anyone think that's remotely balanced?
2) the rapid reinforcement or whatever it's called Ostruppen, which takes some skill to deploy at the right time, come out mid-game (3 cps, right?) are obviously a lot less useful than the call-in Ostruppen spam because they arrive later when the Soviet can already be established on the field, they cost munis and require the loss of a comparatively large number of higher MP models to deploy (so, a minimum of around 150mp of models need to die, if they're all pios, for instance). And they don't come with trench-building. Do other people agree with me that there should be some sort of improvement for that as well?
4) further questions for the people who think it's balanced right now:
a) what do you do to counter it on a map like Semois or Kharkov which is heavy on buildings? have you had any success on these maps against players who are just as good as you Ostruppen spamming?
b) what is your recommended counter?
c) at the earliest time your recommended counter can hit the field, assuming even map control, how many Ostruppen squads can be on the field?
d) what is the cost of your recommended counter (include the manpower cost of T1 or T2 if you have to build that straight off the bat...) - how many Ostruppen units does it cost?
5) how do people think this should be fixed?
(postscript: can we please avoid any p2w/dlc commander arguments here and focus on the balance of the unit) |
It was mostly the different shield icon that got me - I was pretty freaked out. If the gun's the same I don't mind the aura being gone... I'd kind of like the icon to resemble the short gun version though so you know which is your AI and which is your AT P-iv if you have two of them. |
Put bunker on fuel very early = delayed enemy capture of fuel long enough so you already won by fuel conquest
If your opponent has gone Tier 1 with the bunker like a good player not abusing flavour-of-the-month bullshit, cutting half a gren squad, an LMG and some wasted capping time on a gren or pio squad from the start should let you get enough map presence to cut off the fuel or bully them and lock down the other fuel until you get some guards or an AT gun out to knock the bunker down. |
Bunkers are fine except with the call-in Ostruppen building them, which are just ridiculous in general. With grenadiers or even pios building them, it involves spending about the cost of a unit, guaranteeing no early LMG, using a lot of time on one of only a few early units. With the Ostruppen building them you don't need to use an important unit because you'll have about six of them, the manpower saving from t1 and the cheap troops will more or less equal the cost of the bunkers, locking down the fuel means the Ostruppen don't have to do anything they're bad at like fighting in the open to protect a point...
I don't think there's a problem with bunkers in general, just with Ostruppen being a ridiculously stupid unit as they're currently implemented and them synergising very well with lazy bunker lockdowns.
Guards and AT guns both get rid of bunkers fairly quickly. |
So true. I am okay with it being as fragile as it is. However, the damage it does just doesn't impress me. I mean it does some damage, but really the only way to think of it is as a delivery system for flamers. The German car at least can vet up and be a threat. This thing though not so much. It is actually the standard problem with German vs Soviet stuff. Many German units have good upgrades that allow them to vet easier by increasing the damage they do. Only a few of the Soviet units have this option.
As for Penals, I would actually like to see the satchel charge do more damage so it could destroy bunkers.
I actually really like Penals. Not to say I wouldn't take a buff though. The satchel charge is nice because it can punish those that charge them (if you time it well and the opponent isn't paying attention). I think that is the same reason they have the flame thrower (to keep the enemy at distance). Too bad it doesn't really work out so well. You really want a long range weapon as an upgrade so that they can do more damage at range.
Penals are great once you get them vetted up. The thing is though, you often need to land a few satchels to make that happen in a reasonable amount of time.
It would be nice though if they could throw the satchel charge and not have to back up to avoid taking damage.
Overall, when I play Tier 1 the thing I fear most is the Scout Car to Halftrack build. I avoided using guards forever and you simply cannot compete in any way if you are Tier 1 and they have the Scout Cars and Halftrack out(okay, you can if you get lucky with an AT grenade or mine on the Scout Car). However, the Halftrack is going to dominate.
I am open to any tips as Tier 1 (beyond using guards or T70 rush) to deal with a heavy light vehicle build from the Germans.
I've been trying to use the M3A1 some effect this patch. The flame car is kind of hoping for a squad kill but also lets you bully lone grens and is hopefully going to force a lot of munitions expenditure in the form of wasted panzerfausts so you see less LMGs and probably no FHT. On maps like Moscow Outskirts with the really long roads you will usually get a squad kill, and if you catch an MG out of position, you can often steal or kill it.
The big problem is that using and M3A1 is kind of a plan to force the Ostheer to overspend on countering it if you play well and the Scout Car at 15 fuel is now so cheap that it doesn't slow down the Ostheer tech noticeably even if it's just thrown away.
Scout Car + FHT is less of a problem in my experience than the Ostheer player just holding the fuel with conservatively-placed grens and getting a P-IV out quickly. |
OP, I agree with most of your points. I would add that LMGs are a bit too cost-effective right now too.
Yeah, that's one of the bigger balance issues right now imo. They vet up very quickly, can often take two conscript squads and force a lot of molotovs to keep them moving. I'm not really sure what the solution is for that. Slightly higher muni cost or lower DPS/DPS reduction at short-mid range to make it a bit of a more long range weapon I guess but either of those coudl reasily m
@Nullist: the one standout, everyone-should-agree veterancy problem in my view is the .45 damage received multiplier from German vehicles at vet 2. I think we can all agree that it feels really strange to play against, especially when the veterancy is popped mid-engagement. The rest has been argued at length and there isn't such a clear problem fro how the game feels. |
+1. Grenades go where you click, not just in the building. Aim for the window with the MG.
Yup. Had a lot of molotovs not killing a last man in the building because I aimed at the side the MG wasn't point out of. |
*snip* insightful post on how weapons work *snip*
Can we not get sidetracked by the DPS discussion? It was a small subcomment about the Ostheer being a bit better in practise at killing units on retreat and also better at surviving retreats themselves that got blown out of proportion by being picked out of context. The main point I was making there was that the veterancy system makes it a bit harder for the Soviets to preserve their veteran squads and to finish off Ostheer veteran squads. The same is true of vehicles. I know veterancy is being looked at so we'll see how it plays in a patch or two. I only really included it for the sake of comprehensiveness. |
^
Nice cast; I think the reason Inverse was happy to go into the middle was that the conscripts hopping in and out of the church had given him vision over that central area for pretty much the whole game, so he could feel reasonably confident there were no tellers there. |