Lately more and more Soviet players have been choosing Tier3 over Tier4 as well in my experience.
The problem with this is that it is only a temporary meta shift, IMO. The buff to the T-34 was good, but still not enough to offset just how good the SU-85 already is. As soon as the majority of people realize they can still "LOL-reverse" out of anything as long as they have a spotter, the meta is going to go straight back to t1+t4. |
Might be cos they got hung up on enemy at the gates.
Pretty much. |
I find buildings are just seriously broken in this game. They either take way too much effort to dislodge squads out of, or they insta-collapse from 1 explosion; neither of which are what people want to see, I'm sure.
Aside from the random mortar/grenade killing a building in one-hit, the most consistent methods of clearing buildings is flamer clown car for Soviets and flame halftrack for the Germans (pioneers and engineers running up with flame packs just don't work very well) and even then the flame damage can be inconsistent. That's not a lot of options, frankly. |
1) As mentioned by a lot of people before, flanking is the main issue. When I'm playing as germans and a conscript comes up behind my MG, I shouldn't be thinking "Hm, can I undeploy and redeploy fast enough?"; I should be thinking "Oh shit, I need to press the retreat button right now!" Same thing with the Maxim; I shouldn't be able to use it as a damage soaker.
2) Increasing the small arms damage would help out a lot (and would also reward cover a lot more, but I digress) with the current MG-spam. Getting rid of the ridiculous +10% suppression bulletin would get rid of a lot of the complaints as well.
Side-note: There is somewhat of a consistency issue with the MGs. First, whenever you put an MG into a building, it always points in a random direction and there is no way for you to change this until an enemy target comes. Second, MGs seem to randomly reload a lot, even when they haven't shot at anyone yet (this happens particularly often when they garrison buildings). They also don't seem to reload clips when they are no longer in combat (I think this might apply to all units tbh). A simple solution to this would be to make the reload feature more consistent so the squad actually reloads when it is out of combat.
I am not sure if they designed the insta-pin to make up for these problems (I sure hope not), but if any suppression and/or damage nerfs are made to either MG, these issues should be looked at as well. |
No, a mortar shell does at max 80 damage and the damage decreases as you go further away from the point of impact.
I'm not saying that a soviet sniper cannot be one-shotted by a mortar; if a mortar shell lands ontop of one member, the other member is probably going to die too as he/she only has 40hp. However, if the mortar shell lands to the left of the two members, the one closer to it will die, and the other one will live, losing you 90mp. In the ostheer case, the sniper will die, losing you 360mp.
There are a lot more possiblilities of a mortar round landing near the squad rather than on top of it and it is this issue that makes the ostheer sniper worthless most of the time.
Do note that tank shells and other projectiles also cause AoE, which means that the german sniper dies pretty much whenever anything sneezes at it. |
The thing with the 120mm mortar is that its damage and map presence is greatly magnified in a 2v2 setting rather than a 1v1. As the barrage of the mortar is fairly inaccurate, chances are it's probably not going to one-hit your squad (not considering precision strike here). However, when you have multiple 120mm mortars targeting the same area, it becomes immediately impossible for any ostheer infantry unit to walk anywhere near the barrage area.
Of course, if in a 1v1 setting a player chooses to spam 120mm mortars, their capping ability will be severely handicapped and thus the advantage from the multiple mortars is negated. However, when it is 2v2 and both players get a 120mm, the german team is literally forced to continuously spam APM and pray to the RNG gods that the mortar doesn't hit their squad and one-hit it when they are capping a point. This becomes a serious problem on the smaller maps as the germans are unable to cap anything half the time unless they want a bunch of dead squads (which will probably lose them the game anyway).
Back on-topic: if they can't fix the problem with the 1 man retreat due to hardcoding, they should make it a 5 man squad, because that's essentially what the regular 82mm mortar is. |
I have noticed this happening as well as of the latest patch. The Storm doctrine was one of my go-to commanders before but now that the units do not camo properly it is far less useful. |
Both sniper rifles do 80 damage and I assume ignore armour so that's why they outright kill any target as long as the shot connects. In the grand scheme of snipers vs mortar shells, tank shells, flamers, and grenades, I don't think an extra 40 HP is going to matter much 99% of the time, but again, RNG. The extra armour on the Ostheer helps with moving away or retreating from small arms fire at least.
To the contrary, it would actually have significant impact. A mortar shell landing directly on a model does 80 damage and it does less damage with the AoE. Since the ostheer sniper only has 40hp, it is currently insta-dying to a mortar shell simply landing near him, not directly on top. A buff of another 40hp would significantly improve his survivability in this regard.
At the moment, the ostheer sniper simply requires so much babying (and praying to RNG gods) to be worth his cost the majority of the time, especially if the russian player gets 120mm mortar. |