Ostheer is my favorite faction to play, but I do tend to play both Allied factions more since most of the time the matchmaker is roughly 70/30 in favor of Axis and the queues are twice as long. |
Paras do the job as far as elite infantry go, but at a pretty prohibitive cost. 440 MP + ammo upgrade to bring up to snuff makes them the most expensive infantry unit in the entire game. Sure, they tear shit up, but by the 3 CP mark you start to see vehicles against which they are completely helpless. Making them 2 CP would make them more attractive to a faction that can easily get MP starved.
Apart from that, I do feel Rifles rely a lot on Infantry or Rifle companies for proper scaling. Without free vet or the all powerful 1919s, their scaling doesn't compare with elite infantry. I almost think the Major should unlock something to help them. Perhaps increase Rifle global combat stats as the Major increases in veterancy? Nothing major (eh), just some durability bonuses, since they drop like flies. And I don't want it to be a proximity aura, those just encourage blobbing. |
The AT of the AM is not lacking. In fact they have the best TD's in the game.
The Jackson is amazing... if you have room to micro it against an enemy that doesn't have a PaK screen and can clean up the shrecks it faces. If you can't manage this, it can get very fiddly and his very micro intensive; one misclick or pathing brainfart = dead Jackson.
And apart from the Jackson and E8, they got... the worst non-doctrinal AT gun in the game (that you need to spend ammo on to get similar performance to normal AT guns), Bazookas that cost fuel to get and can hardly pen anything bigger than a P4 even in the rear, Stuart which needs to get in danger to use its abilities and has a piddly main gun, the Sherman is an unremarkable medium tank that does its job I guess, and... that's pretty much it. The Jackson is a massive crutch on the US AT; they have basically no other solid options apart from it. |
We believe the issue is strongly rooted in the structure of the dispatch system rather than the unit itself which is performing as intended. There are changes in the pipeline being tested now, we will provide more detailed information once we are more confident it's the right direction to take.
Excellent! yes, the call-in system being too easy to use across the board is definitely the game,s biggest problem. I don't think the E8 overperforms in any major way, but the problem is when the US player can just grab a Lieutenant, maybe a AA HT, and then save all his fuel to get E8s as soon as he got the CP without having to sink fuel in teching. The same is true of most endgame call-ins. |
Is gren vs cons scaling even up for debate?
For 60 ammo grens become one of the best infantry units in the game, getting great DPS at all ranges and being able to conceivably stand toe to toe with any Allied infantry save Shocks and 1919 paras, both of which are doctrinal and significantly more expensive.
Conscripts, without the PPSh which are barely used, are scraping the bottom of the barrel all game after the 5 minute mark. You will not make them work against elite infantry unless your opponent is a vegetable who makes them stand in Molotovs (and even then). They lose to basically anything but pios and unvetted or unupgraded Volks/grens.
There's no reason not to give conscripts a bit of a boost late game. I'm pretty damn certain it won't throw balance out of the window if they suddenly can do anything more than tickle Axis elite infantry, when all other faction's basic units get much better scaling than them. |
If the KT comes out and you have little to no proper counters, you probably lost the game earlier already. I know that the only times I've had one used against me with success was when I got outplayed.
I mean, it's an absurd fuel sink, and getting it means less (or no) OKW vehicles to deal with. If you have driven off your opponent by the time it arrives, a screen of AT guns with proper AT to support it (Jackson, E8, SU-85s, Soviet doctrinal heavies), you can usually just force it to retreat for repairs all game long. It's harder for US forces, however.
In team games it's harder to take care of, but you also have more AT options and you know it's coming. Adjust. |
The only outlier is the Riflemen's grenade that takes ages to throw. It's only really good for a surprise early game turnaround, where your opponent is in green cover and thinks he has the upper hand. Then poof, suddenly you throw 2-3 pineapples and do serious damage. After that, your ammo is almost always better spent on smoke grenades and weapon upgrades.
I am beginning to think the US grenade should come included with either the Bazooka or BAR package to make them more enticing. Maybe it would cut down a bit on the 1919's prevalence.
Infiltration grenades? Considering the drawbacks on those, they seem fine. At worst a small cost increase and/or a longer fuse time. They ARE pretty hard to dodge. |
Thread: Button12 Aug 2014, 20:17 PM
Soviets have no real handheld AT, they need something to compensate. Button is doctrinal, 60 ammo a pop, requires a 75 ammo upgrade, and comes on a platform that doesn't have that much going for it. Soviets going Guards means they don't have Shocks and LMG grens can counter their entire infantry roster. With how sucky PTRS are, the Guards also need a supporting unit to make Button worthwhile, and a single pop of smoke (which is on half of Ostheer's doctrines and on several OKW vehicles) negates the ability entirely. If button gets nerfed/changed/removed, then PTRS need to become a valid anti-tank weapon against anything bigger than a halftrack.
Button's a bit ''gamey'', sure, but no more than sending red flares down the 10 square meters that heavy artillery will bombard in 3 seconds flat. Because that sure as hell ain't how arty works in real life. Or German wunderwaffen (some of them having almost never seen combat) working flawlessly all the time despite being plagued with design problems IRL. Or snipers turning, proning and shooting in the space of 2 seconds while getting a bullseye every time. Ect. |
I'm pretty sure that when the no 1 OKW player on the ladder says Maxims are fine, they are bloody well fine. Learn to counter them. |
In 1 vs 1 sure,above that very high density and relic recognizes it.They have the stats and know best.Maxim spam doesn't mean only maxims,but 3-5 maxims as primary unit and 1-2 cons as backup into shocks and zis usually.Instead of the hmg being the support weapon it acts as the main infantry unit..and with 6 members multiple maxims in buildings is just awful.Its used by majority of soviet players unless they are spamming snipers or in rare case m3.
5 Maxims and 2 cons? AND shocks too? Why haven't you already stomped the crap outta him with mortars, snipers and vehicles? By that time you could be on the eve of T3 even. And ZiS alone sure as hell won't stop a well microed P4 or Ostwind.
And I play 1v1 and 2v2 equally, even a bit more 2v2. It is most definitely not used by any majority of Soviet players that I either face or ally with. T2 is more popular than T1, sure, but the BO is most often 2 or 3x cons 2x maxim ZiS then guards or shocks. And it's not like I'm playing at godly skill levels either.
Relic said they are looking into it, nothing else. This might indicate a huge Maxim nerfbat, or it might just indicate a role change, or simply nothing. |