It's worse for some factions. As Soviets the issue is almost non-existant, with Molotovs alone easily denying buildings. As US your infantry does so much damage at short range that buildings are less of a problem, moreso with grenades unlocked but you barely even need them.
As Ostheer, however, before T1 is unlocked buildings are a pain in the butt, and even after you have so much competition for your ammo (medic bunker, LMG, flamer, shrecks) that launching 2 riflenades is not cost-effective, and might just not work anyway vs good players. As OKW you pretty much are impotent against buildings until you tech, unless you go double Sturms which hamstrings your mid and lategame. As Brits, well, unless you really like the Wasp, you make do with the Vickers until the AEC comes out.
A Brit player that has taken control of a few buildings, however, can be hell for Axis to dislodge, thanks to IS gaining their bonus and Vickers being insane inside structures as well.
It's much less of a problem in the lategame, since by that time even generalist tanks can clear a building easily. But I increasingly find that the early game is decided by who can get their starter unit and then an MG in X strategic building, which is very hard to subsequently dislodge if properly supported. Semoysky is particularily bad for this, to say nothing of maps I untick like Ettelbruck.
I'd just make small arms more effective against structures at close range. Surrounding a building with 3 Volks squad and having the Maxim/Vickers still not die after more than a minute of sustained fire is just stupid. |
I was specifically referring to KT which almost always has at least one panther around it.
It becomes So important for the entire engagement to happen on your terms. You have to have cons around to snare but they have to wait till the right moment or they waste their nades. Best I've found is mark target, tulips, at nade, typhoon. This way vision will be guaranteed for at least a little bit.
I just haven't been using mark target commanders lately as I have been falling in love with the kv2 all over again. All it needs is a real vet 1 ability and I would want nothing more OR LESS from it.
YOU HEAR ME RELIC! DON'T YOU DARE MAKE IT TAKE MORE THAN A LAUGHABLE DAMAGE FROM HT ROCKET ARTY!
KT is less threatening, I find. Even without Mark Target, two well used SU-85s can hurt it badly. A mine, conscripts or Guards nearby can potentially seal its fate.
The KT costs about 600/290, if memory serves. It is a very significant investment, and should be hard to kill. But by no means do Soviets have trouble with it if they play well. |
Implying you mark target plane wont get shot out of the sky after 6 seconds of circling by all the mounted mgs that do AA.
Meanwhile my Quad HT cant even take out a single scout plane circling directly over it.
Elefants and Jagdtigers don't have MGs, so that makes this scenario that much harder. My Mark Target usually lasts long enough that either the target escapes or I get the kill.
I mean, unless you're talking in 3v3/4v4, in which case balance is mostly a moot point. |
No. Mines are cost-effective enough as it is, they are in a perfect spot in fact. Nerfing them like that wouldn't solve any issue, just make mine spam even more powerful because then driving off the sweeper unit (easy considering how fragile they are) would easily allow a decent player to lock down the map.
Mines also aren't supposed to counter the Volksblob. Where's your Katy? |
Dual or triple SU-85s with Mark Target can trade blows with a KT easily, and even with an Elefant if you get a bit of RNG.
Otherwise, for Elefants and Jagdtigers, yeah you kinda need T34/85s to flank them, but they are also vulnerable to AT guns, and Guards work wonder against them too thanks to Button. If you damage their engines, they are absolutely sitting ducks for anything, offmaps and artillery included.
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The AEC overbuff was a clumsy decision. Like the Centaur before it, it makes the UKF viable by giving them a crutch unit that puts a band-aid on the gaping wound that is their midgame. The brits needed a midgame buff. They didn't need to copy USf and get a cheesy light tank with crazy shock value.
I would be OK with reverting a good half of the AEC's buffs, if PIATs become usable against light vehicles and the sniper gets back his snare at vet 0, albeit it should have a shorter range than his normal shots.
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Its not ok for OKW to get free healing, repair station and Bofors buts its alright if USFs get free lieutenant with free Thompson and lmg, free captain with 2x free zooks, and a major with free FRP.
Gotcha
Edit: my apologies for assuming you don't think that's fair either. Perhaps that's also OP? Thoughts?
I think that's also too powerful, and a big reason why I believe WFA was in the enda a case of power creep. The original factions need to bring back their enginner units to build tech buildings, the WFA ones can just tech up no strings attached and get free stuff out of the bargain. That's not differenciating factions, that's just unfair advantages IMO.
Personally, I would lock the free stuff (and maybe higher value units) behind more teching costs. For instance, when buying the OKW T4 (at a lesser cost than what is presently), you can build the P4 and JP4. For an upgrade, you unlock the flak cannon and the Panther. Kinda like how the Panzer Elite worked in CoH1.
This would give the WFA factions some much needed teching flexibility, and delay some of the OP stuff. You could do the same thing for USF: for example, their T3 doesn't give you the Captain and unlock the Stuart unless you pay an additional fee. The total cost would be a bit more expensive than the price they pay today This would potentially allow USF to go T2 and then shift to T3 to get AT guns, whereas T2 is a relative dead-end because of its lack of AT.
Lots of people say Ostheer teching is expensive. IMO it should be the standard. Rushing light vehicles or blobbing into call-ins is only interesting for so long, and cheap teching costs encourage both those playstyles. |
After the vehicle cost increase, the only outstanding issue wih OKW is the free stuff they get with tech (mitigated somewhat by their tier building's vulnerability) and shreck Volks.
It certainly isn't OPKW like it was the week after the buff. |
OK OK lets elaborate ... you like it
T70 example:
Faust range = 30
Grens speed = 3
T70 view range = 70
T70 fire range = 40
T70 speed = 6.9
MG42 fire range = 45
Numbers above show that T70 can spot grens on more than twice of range of panzershreck, T70 can punch grens into face from distance that is 133% of panzhershreck range and T70 can move more than twice faster as grens can move.
Also MG42 max fire range is just 5 points higher than T70s
If we take into this example delay for a) abbility trigger (animation) b) time that panzerfaust need to reach T70 c) distance that T70 will drive till he is stoped/slowed by panzerfaust d)to pack MG e) to move into "good positionin" f) to unpack MG g) reload API ammo h) aim time i) time for 2 burst
We can assume T70 owner is:
- NOOB - because he drive T70 into panzerfaus & vet1 MG range
- GREEDY - because he drive T70 into panzerfaus & vet1 MG range
- AFK - he leave to pee or urget lunch
- OTHER - this is part of microintensive battle where destiny of T70 is irrelevant
- OTHER, OTHER - ....
You forget that on some maps, the T70's high vision isn't usable to its fullest potential. Faust + incendiary rounds don't counter the T70, but can act as deterrent in certain situations. A Pak backed by a vet 1 MG and fausts shouldn't be dislodged by a light vehicle unless the Ostheer player placed his units incorrectly or was flanked.
Your objective is merely to hold the light vehicle at bay until the Stug comes out and stomps it, not destroy it outright. Just one Pak shot can give you almost a minute, depending on how daring your opponent is and where his repair units are. Since the Stug should arrive about 2 minutes later (assuming similar map control) the faction's inherent weakness during that time pays off later on thanks to their very powerful lategame, good selection of medium vehicles, very scalable T1 units, and possibly the best doctrine selection of all 5 factions.
I mean, people are saying Ostheer has trouble, yet their winrates are globally alright, even if they dipped after the AEC overbuff, and in tournaments they shine. This is a far cry from, say, pre-buff Brits that almost no one played and never got picked in tournaments. |
Didn't they dominate the latest 1v1 tournament? How is that on life support?
Sure, some of their units could use some love (222, PGrens, Brumbar) but overall the faction is very powerful. |