Thats pretty much my point. I wasnt proposing any major changes to its combat perfomance and be just as strong in right hands combat wise, but it should be just easier to pushing at least if enemy gets cocky or plays wrong with it.
Because right now, there is really not much you can do about it, but to either outplay your opponent\use Stuka or rely on enemy making a somesort of a mistake.
Was thinking about you during an earlier game today. Had double mortars against a Ost turtler 1v1, I got cocky and in the middle of bombarding him he got me with a rifle nade. Mortar survived and retreated while I pushed him back. |
1. considering they suck ass rigth now losing to everything aside from 6 man concripts late game, i think they migth need a 3th one(TigthRope G43 video demonstrates it).
2. agree
3. yep
4. maybe, maybe not
5. migth be a good meme since i think the only commander with both g43 and osttrupen is the one with relief infatry(just imagine 4 g43 osttrupen lol).
1. That video is exactly why I was thinking they need one more, it seems to be decent when you first get it but it falls off fairly fast. Adding one more at BP2 for muni would let the upgrade keep scaling.
4. DP28 is the worst LMG in the game with its properties designed around the original Guards which is why I think they should get hit the dirt also. In most casts I have seen I barely see any top players making more than 1 if they make it at all. I happen to like them they just don't feel like ELITE infantry.
5. Was thinking with 2 G43 they would play differently from the turtle style the LMG Ostrup promote. They wouldn't when many/any fights 1v1 however since the G43 cant be dropped it would promote agressive attacking and holding out as long as possible. So trying to win through agressive attrition. |
Yea, I feel like it is fairly unique compared to other commanders. Going T2 with mg and mortar for back up should work quite well. I feel you would only need 1 conscript with the upgrade during LV phase so shouldn't hurt you AI too much. If you go T1 you could get a clown car for PTRS shenanigans. |
MortarHT works to some extend, its not a hard counter or meanigfull counter, but works for sure better then regular GwR. It can sustain more punishment from from 120mm themselfs, but its somewhat map dependant, since it still has to get relatively close to the front line to shoot at 120mm and if the map is oppened it might get shot by AT gun\AT inf.
My main complain - I dont like commanders MH is present in. While I have them in loadout for the accasions when I know I wont be able to survive without it, but still not my cup of tea.
As for OKW, fire rounds also work decently well (at least better then regular barrage) but they will bleed your muni really bad in a long run, considering that you will be firing them constantly. And if there is USF\UKF player supporting soviets with forward reinforcement platform or M5 later into the game, they wont do much.
Also the thing is, while both MH\Fire rounds are some what all right, but they wont give you that much of advantage. I mean sure, it will have something to fight 120mm back and soviet player might not be able to completly brain AFK with them. But all this for a cost of picking specific commander early, in order to just give soviet player a nose bleed at best is a so-so chose, if you ask me.
Especially considering that all commanders with 120mm mortar give you something good for early, mid and late game and 120mm itself is not a selling point of the commanders.
Thats my imo.
The other thing that could be worth trying is cloak units like stormtroopers and ambush camo. As OKW i think the only option is Falls however they should be able to wipe them fairly easy. Like others have said before the real issue is 4v4 maps are to small to pull off good flanks. |
Random shower thoughts about infantry upgrades. I know it is fairly late for changes to be made since the last patch is supposedly the last one.
1. Why is the Gren G43 upgrade only 2 models, why not 3? Maybe the ability to further upgrade at BP2.
2. I see a lot of people complain about SVT conscripts. Most of the issue seems to be around efficiency not DPS of the unit. Why not remove ability to build cover if upgraded with SVT to promote mix of conscript squads so it is no longer a no brainer upgrade.
3.While on the topic of Airborne weapon crate SMG penal could get smoke grenade or "hit the dirt" ability.
4.Why not give LMG airborne guards "hit the dirt"? Seems counter intuitive to give them the same VET1 ability the PPSH squad gets. Suppression allows the PPSH to come in close along with the smoke nade synergizing really well with the purpose of the unit as a stealth/close range squad. Hit the dirt would allow LMG Guards to fulfill there role as soviet elite long range unit.
5. This is a little more out there but each Ostruppen commander gets a different upgrade. One get the Gren G43 upgrade while the other keeps the LMG.
Thoughts? |
Great game, about 1 hour long wont leave my normal description too much to cover.
Started strong, had most of map and got 1st KV1 around 13-15 mins.
Played to timid when all he had was 1 AT gun and Stug, let him back in.
Got several wipes with FOR MOTHER RUSSIA.
Got to cocky with For Mother Russia and lost a shock troop to grenade.
Lost KV1 to to teller mine, killed 1 of his Stugs with his own teller mine.
Killed his Ostwind with regular satchel that he must not have seen and ran right into.
B4 was fairly useless until the last 15 mins of game. really started to drain his MP.
Thoughts:
I really shouldn't have made more than 2 KV1 at a time, it helped with mp bleed but I couldn't hold on to map control.
He had really good Ostwind play that really tipped the scales his way until I randomly satcheled it.
KV1 forces a lot of AT investment, for my 3 KV1 he needed 3AT guns and 2 STUG to keep me at bay, once I killed the STUGS game was mine. |
I am not saying it should be just as vulnerable to axis indirects as other mortars, what I'm saying that you practically cant counter it with your indirects even if you play right\enemy plays wrong. Even ostheer counter-barrage dont work.
There is a difference in being "hard to counter" and "almost impossible to counter". This problem only leads to the fact that soviet players can get 120mm mortar closer to the frontline, effectively neutralising the fact that its auto-fire range was nerfed. Or if there are mass enemy indirects\inf to stay at safe range and use barrage.
And speaking of situations you've discribed, yes its true that its less effective against blobs, but the problem is that in teamgames soviets already abusing maxims themselfs on a line maps or use penal blobs themselfs into 120mm mortars.
With maxims its self-explanatory, with Penals even if Ostheer\OKW goes full gren\volks build, you just need to stay in cover with your penals and zone volks\grens away from your 120mm, because they cant push penals into close\mid range and 120mm mortar in long fire-fights will eventually hit them.
In vacuum yes, 120mm is vulnerable to flanks and mass inf, but on practice its really hard to get to it. By the time soviets can call-in 120mm mortars both Ost\OKW dont have properly established army to orginize such pushes, which can "just" overhelm. They might be able to out-play soviet player, but its a question of a player skill which is irrelevant on the topic.
And even if you somehow managed to flank and push, soviet player still have 4 models to spare + retreat button on top of it.
Situation is becoming even more ludacris when you add supporting teammates.
I mean sure Panzerwerfers can counter it, Stuka can counter it somewhat, but what difference it makes if you are unchallanged for at least 1\3 of the game (without stuka around for even more). Which on its own just allows you to snowball like crazy.
Just theory crafting, as Ost have you tried making the mortar halftrack. They hit the field at the same time and the halftrack is more mobile so you should be able to keep pressure up. As OKW maybe the fire rounds I know it is doctrinal but it should constantly force the mortar to move which makes it fairly useless. |
Recently tried some Tank Hunter Tactics, and found it absurdly fun. It's got a bunch of stuff unique to that commander only. There's something super satisfying about chucking a stream of AT nades to instagib vehicles from stealth, besides the little AT mines everywhere and PTAB AT bombing runs, which also does a decent job vaporizing blobs despite its name... B4 is always good for the occasional lulz.
Are you playing team games or 1v1?
Yea when the B4 hits it is hilarious more when they aren't expecting it. |
I have been trying different commanders that seem to synergize with T1. Counterattack seems decent with Shocks/Mother Russia/KV1. Recon planes are always useful and B4 depends but can be extremely good. I like KV1 vs OST 1v1 due to it forcing an escalation to BP4 for more consistent performance in tank fights.
Started with engi/car and noticed he had 2 pioneers. Most likely meant he was going for T1 skip then I saw ass grens so I knew he was skipping. He attacked the cutoff early and I stalled him with penals and retreat before any model loss to try and reduce MP bleed as much as possible. While he is at my cutoff I use clown car to get both his cutoffs which forces him to back track to recap. I push him back with Penals and recap my cutoffs.
I lose my Clown car when I try and tell it to go somewhere else and it decides to do a 360 degree turn. I then see he rushed out a 4min Pgren so I am at an inf disadvantage since I know scout car is coming so one of my Penals needs to be upgraded. He rushes to cutoff my fuel again but I finally have 2CP so I call in Shock troops. At the same time I send 2 penals to his cutoff which slows down his reinforcement of PG. My Shocks end up wiping his PG as they retreat but I thought they had gotten away so I held on to a Penal on the retreat path but didn't see them. The loss of this PG really messes up his strat since I can now bully him with Penals as shocks close in.
I rebuild car to go Scout car hunting, lose it but get the scout car abandon. I rush to it with my infantry so make sure he doesn't repair it but he accidently destroys it as his MG opens fire.
At this point he gets really passive, so I finally have time to save for base healing and build tech structures while gaining map control. I don't want to build a T70 since I am pretty sure he is trying to get a Stug E out as soon as he can. I send my engi to the mid and see what he has been doing. He built some MG and to defend middle while he built bunkers and S-mines to lock it down. Going to have to deal with it but dont have enough munis yet to take it out at once. He ends up building another PG which I bully with a Penal and Shock trooper, wiping it with a retreat nade. Felt great since I always mess that up. He gets MGs on his bunkers and moves his MG42 out to flanks, which lets me push with a Shock trooper for smoke nade while Penal comes in and satchels both bunkers.
He counters with his Stug E which forces me to retreat and lose Penal through S-mine field. Due to my fuel control I have been able to save up for KV1, I use it to bleed his infantry but his AT gun forces me back. At this point he seems to be making more and more mistakes and starts to blob more so I decide to make B4. He attempts to go for left side map and gas I stall him long enough to finally build and shoot gun, forcing his MG and 3rd PG squad to retreat.
He builds and Ostwind to counter my recon overflights and help infantry fights go his way but it is too late. I have 2nd KV1 built and catch him clumped in the middle. I bait him causing him to get stuck on the bridge and my B4 wipes both AT guns, destroys Ostwind and forces his PG to retreat or face getting wiped. He drops GG.
Despite the rough start I knew I had I could mess his gameplan up if I got KV1 out.
Losing the PG so early really messed him up, he seemed to get a lot more passive as the game went on. My guess is he had a specific army composition he wanted and didn't want to deviate.
Skipping MG and attacking with 2 Pios and 2 Ass grens really caught me off guard but I think getting an MG after the 2nd ass gren would have let him lock a side down instead of teching and going for the PG. It gave me a chance to catch up adjust what I wanted to do. |
Yeah I looked in the game and for comparison Leig reinforces for 22 per man and Pack Howitzer reinforces for 20 per man. I think that the 120mm could easily stay useful with a 20mp reinforce cost. Anything more and it's not really going to do anything, because of recrewing and merge.
EDIT: I'm not knowledgable with the mod tools I guess. Perhaps there's a way to keep reinforce cost high after recrew.
30 per man might be good or it might be too much, I don't know. I'll have to surrender the conversation to users more knowledgable about game balance.
Cant speak for other users/abusers of the 120mm Mortar, but increasing reinforce cost doesn't really do anything. I only reinforce the mortar to 3 models especially if I have 2 of them. Need that sweet sweet POP CAP for late game. Could be the difference between a T3476 or 85. |