Honestly I think most core infantry need to be toned down. When I say grenadiers are over performing it also means conscripts are over performing too. There was a patch that increased the lethality of core infantry and although it had the effect of making engagements decided quicker it had the adverse effect of pushing some of the higher tier infantry into the corner.
Fun thing about that is that conscripts can't do shit against OKW units after the first 5 minutes of the game now. If you toned them down even further from that, I couldn't even play conscript heavy against people over 100 ranks below me anymore and would have to start with maxims or snipers every single game.
PGs are perfectly fine against USF, the stupidly glass cannon of nature (even more so than PGs) of riflemen makes a very high DPS unit like PGs extremely effective when they can start a fight on their terms. It's against soviets where PGs suffer because their most efficient ranges are also far more efficient for soviet infantry than the ranges grenadiers engage at. They can be very effective as an ambush unit, but they're also high risk due to the reinforcement cost so generally you just don't bother and just get more grens, the ever safe choice. |
After their initial impact they perform pretty poorly.
I wish. To be honest I would be quite likely to build a squad even if they had to walk from the edge of the map every time. Very good ranged dps, faust and amazing vet is nothing to scoff at.
You also get them for "free" with the strafe.
Jaegers are even worse, they perform freaking amazing for a 340MP squad as they act like super-PGs, their only weakness is having to pick their doctrine instead of one with MG34s. |
In your opinion would a command P4 + 2 P4s be better than 3 P4s?
Nice game btw.
The command tank buff is nice, but the vehicle itself is clearly worse than the normal PIV against all targets since the big PIV gun buff (no pintle, bad penetration, not particularly good even against infantry as the gun is much worse than on the stug e) so I tend to feel it's not worth going for a commander with the command tank.
Personally I'm dying for a vehicle smoke+officer commander. That would work so well, but alas, it's either officer or smoke and with those two choices I'll always pick the smoke. |
please point out the stats which make the IS2 worthless against infantry. is it the 5 aoe radius? its damage profile may not make full use of that radius, but thanks to crits, it doesnt really matter. is the 5.7 scatter compared to the tigers 4.3 making it unable to hit anything? maybe it was the nerf down to 160 damage while nearly doubling its reload speed?
The high distance scatter offset value that makes every shot that misses, miss by a mile?
It's not worthless against infantry, but the Tiger is clearly superior in that department right now. |
Lately been wondering why I'd even want a Tiger as Ostheer in 1vs1. Smoked PIVs have the same anti-infantry power for a far lower cost, and the mobility to quickly switch sides to exploit the lack of mobility the ISU brings. |
Nope..is-2 are scarier than tiger these days as a vehicle due to armor.
LMG gren spam..lol.Shocks laugh at its fodder and USA can outblob it.USA will infact in lower game modes won't even let u get there most of the time,either 0 cp jeep or 1919 blobs or 7 minute aa halftrack.Panzer 4s?Scarier than any soviet tanks....?HAHAHAH.man ur a senior member.. i know ur currently favouring soviets as ur faction,but don't become a laughing stock ,ur bias is showing through.
IS2 individually might be scarier at vet0, but gets nothing at vet1 and the soviet faction gives far worse support to it than Ostheer gives to Tiger. Yes I don't give a shit about shocks as long as I have grens, guards are a better choice because they come with mark target. USF jeep is not scary, it's a weak M3 and seeing it means you're not going to see the far, far better lieutenant light vehicles any time soon. AA halftrack is probably the most overrated unit for the axis fanclub, I barely can stomach even building one because of how clunky it is to use with the reverse gun position that gives it the shittiest pathfinding ever seen in Company of Heroes award.
As for what faction I favor, you could just look at my playercard to see which ones I'm doing well with or have more games as (though the number of games is a bit misleading because I'm forced to play allies due to it mostly being >80% searching as axis when I play), but I guess that's too much of an effort. |
What are the ostheer 'scary' strats?They don't have one..they have one 'viable build and are hanging on by that.
LMG gren spam is scary as fuck to anyone. PIVs or Tigers are scarier than any soviet or USF vehicle other than ISU152. Vetted MG42s combined with grens is a nightmare to deal with without call-in armor, though until you have vet2 MG42 is rather lackluster.
Specifically for USF, mechanized assault is a fucking nightmare with stug es+paks countering your entire army. Still quite ok against soviets but the lack of smoke is actually a large weakness there, unlike against USF. |
USF faction with most options? More like least, atleast if you actually want to win. They're extremely patternistic, even more than soviets, which is an achievement. Deviate from the pattern even a little and you've pretty much already thrown away your chance at winning against an equal opponent. 4 rifles to LT to light vehicle to Major to Sherman (or M8) spam. Assault Engineers optionally to replace 1 rifleman and you can spam the doctrinal vehicles instead. You can go captain pretty much only if you have Rifle Company.
Soviets are pretty damn shit against OKW except for two cheese strats, one is maxim spam, other is sniper spam. Anything other than these two extremes tends to fail really hard against fusilier blobs or mg34 spam or even jaeger spam. The other two OKW doctrines don't actually exist. Soviets are also fairly impotent against Ostheer later on in the game unless they've got call-in tanks, because their own tech vehicles suck horse nuts compared to PIVs with the blitzkrieg cheese mode activated again. And then Dane wonders why people spam these same things as soviets every game.
OKW is the top dog in 1vs1 ever since the 100% muni change as long as you don't mind playing the same two (or three if you count jaegers, I haven't actually used them) every single game. Base unit wise they have a ton of relatively viable strats compared to other factions, but they do tend to need those hilariously op doctrinal infantry units to truly compete because without them their infantry DPS primarily comes from glass cannon units and suppression from easily killed light vehicles. The only strat from USF that is remotely scary to them is hardcore EZ8 spam, and the only strats from soviets that are scary are sniper (on very open maps with few buildings) or maxim (on maps that aren't that) spam to T34/85 spam or ISUs on an open map.
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1. USF most play styles: USF is actually the army with only one viable playstyle with base commanders, 4 rifles to LT to either of the light vehicles to Major, and another with 4-5 rifles to captain to endless ez8s if you have rifle company. You can replace one rifleman from the first option with assault engineers if you feel like it
2. Zookas: The problem with zookas is they're plain bad, not that they're expensive. They can't be relied on to kill anything heavier than a 222, so why waste weapon slots on an upgrade that you actually have to pay to unlock?
3. OKW vs Soviets: You have two cheese strats as soviets that kinda work and a whole bunch of dead in the water combined arms that don't have any chance of succeeding. Soviets so overpowering.
4. Going for PIVs is a perfectly viable alternative to Tigers in 1vs1.
5. Light suppression on HT and Luchs gun on 222 --> lol muricans
6. Dane's endless hardon with volks being useless even though they're already better than cons straight out of the gate and get better the longer the game goes on
7. Similarly Dane's endless hardon with jagdpanzer being useless even though it's freaking amazing at what it's supposed to do
8. OKW struggling MVGame
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Ability is not OP. The US base is just badly designed.
It works 100% as well on a soviet player who does not spread his base buildings over a huge area (which you generally won't do because you're wasting time on your combat engineers by forcing them to walk around, and buildings in the back of the HQ area are less useful because you won't be able to reinforce near base exit when placing like that. That said soviets atleast have a "cheap" solution of building T1 (or T2) in the farthest corner of the base once they see jaegers. |