These are some abilities (both vet.1 and commander) I feel are underused and/or underperforming in the current balance environment, and the reasons why. I'm not saying that all of them should be buffed, and I've tried to abstain from offering concrete changes to them (since we've seen many times how a seemingly small change to an ability turns the meta upside-down, and frankly most of the time I don't feel competent enough to predict such a change's overall impact).
That being said, I find myself using these very rarely, if at all, and I haven't really seen them used much in the pros' casts, or tournaments. While most of the balance discussions naturally revolve around the most popular flavor-of-the-month units/abilities, I feel it's a shame that a part of the game remains more or less untouched in high level play, since that detracts from the depth of gameplay and the number of available strategies. Hopefully future patches or meta changes will make these (and others I've doubtlessly missed) more viable.
All of this is from a 1v1 perspective. In bigger games, obviously, anything goes.
Ostheer
- German Tank Traps
These are... bad. The default distance between the traps makes all Soviet vehicles aside from the heavies (IS2, ISU152, KV1/2/8) pass through them freely. Granted, the pathing makes sure that it takes them an extra second or two, but that's hardly worth the time it takes to build the traps. It is possible to place them close enough manually, but it's a micro exercise rarely worth the time considering they die to a couple of shots from pretty much anything, aside from small arms.
- Trenches
While there isn't anything wrong with trenches themselves (I think their cover bonus is more than green cover?), they just seem unnecessary to the Ostheer. The wide availability of molotovs and the loss of mobility (plus the chance to lose the trench to the enemy) greatly limit the situations where you think building a trench somewhere is the best use for your pio/gren's time.
- Hull Down
Decent bonuses on paper, but in practice the immobilization is too harsh a penalty. With german tanks as expensive as they are, you'd really rather they're doing something at all times. Plus, SU85's range.
- Paks' Target Weak Point
Target Weak Point in itself is a great ability on StuGs and the Brummbar. The issue with the Pak (40 & 43) version is that it seems to be bugged, as the gun misfires if the target is moving.
- Ambush Camouflage
Again, decent on paper (aside maybe from the cost), it's just hard as hell to make use of it, especially on MG42s, since someone is always out of cover, ruining the camouflage.
- Smoke Drop
I wasn't sure if I should include it. It's good and has many uses. It would just be much better if you could choose the direction of the plane, since the smoke is quite linear. Also, the delay between the call-in and the smoke falling makes it rather hard to use defensively (to cover a retreat). That may be intended, though.
- Infantry Awareness
This is the 222's and 251's vet1 ability. 10 munitions for 20 secs of infantry detection (on the mini and tac maps). In addition to requiring vet1 on some rather squishy units, the duration seems too short for it to be a reliable help in preventing flanks. Also, the scout car at vet2 (if it gets there) has line of sight equal to the ability's range, making it of any use only to see behind LoS blockers.
- Sniper Incendiary Shot
Seems bugged. It does do more damage, potentially killing several entities, but the only trace of the advertised stun is the icons that flash above the target.
- StuG III E
Paper armor and a blind gunner shooting basketballs. No price is low enough.
Soviet
- Soviet Tank Traps
In contrast to their German counterparts, soviet engineers have actually taken the time to measure the average tank's hull width. Ostheer tanks (and all other vehicles, for that matter) cannot freely pass between these tank traps, so they could be used in theory to block an early flame halftrack for example. They are still made of glass, though, and very map-dependant. Not to mention only available to the very "popular" as of late defensive commander.
- Armored Vehicle Detection
Too expensive, short-timed and/or short-ranged to be worth it.
- Trip Wire Flares
They don't always kill, and the small trigger area of the mine makes it likely that the enemy squads will just pass around it, making it unreliable in keeping a flank safe. Plus, you're likely using your conscripts and elite infantry for things other than mine-laying.
- B4 203mm Howitzer
It just seems too expensive for 1v1. The Ostheer have enough off-map artillery that placing a 600mp static unit is often a bit too much of a risk, considering how hard it is to use it versus a mobile enemy.
- For Mother Russia!
I honestly don't have enough experience with this ability to say it's UP. It just seems very rarely used, likely because the only commander that has it isn't particularly popular.
- Sniper Flare
It's maybe too expensive for what it does. Recon run replaces it when available. It also gives away your sniper's general location if seen.
I'd be glad to be proven wrong about any of these. Please post any suggestions you have for their proper use, or situations they could help in.
Great comparison! I like it very much! +1 |