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I disagree with a fair bit of this even from a 2v2 perspective, though 3v3 and 4v4 is another matter.
While you shouldnt be calling in an M-42 in the late game unless you have no choice, it scales well into the mid game if you properly use the camouflage to get the extra damage output. If you spot a tank, get your M-42 into position and cloak right before it opens up to get that bonus pen and rate of fire. Coupled with the penetration bonus from vet, a pair of M-42s can be used to zone out most axis armor with the exception of the brummbar and king tiger. They wont kill a panther, but they dont have to fear a panther either-as long as they have support(another m42, a con with AT nade, ptrs penal or guards).
The booby traps are good because they are not capped at 2 model kills and will not be triggered by vehicles(unless the vehicle is capping). Even if you dont get model kills, the health damage inflicted is considerable and will leave an enemy squad ripe for a wipe. Grab an extra engineer squad if you want to use booby traps but you find build times an issue. You should have at least 2 and preferably 3 in the endgame with this commander anyway since it lacks repair abilities.
The KV2 has great armor, I'm not entirely sure why you feel the armor is poor, but 300 is quite decent. Yeah the kv2 is a bit clumsy, but that's something you can overcome with planning and good unit control.
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Probably a better direction.
So on a normal rifle unlocking it at vet 1 the price would be unchanged but a fresh rifle after major it would cost say 5-10 mu more? Then at vet 1 again it's price is returned to "normal"?
A good suggestion. I think the change overall is a good idea and maybe even a necessary one. |
I think ostruppen as a unit performs acceptably for cost, and can really help with early game map control or a cheap screen for a sniper or mg.
I wouldnt mind seeing them changed but I dont think they are in a bad place.
As for the three ostruppen commanders, Defensive doctrine is the strongest right now, for some reason StuG e is getting hate but a 50 range artillery at 70fuel with the only requirement being BP2 is quite decent.
Ostruppen doctrine lacks both decent mid and late game abilities and falls off sharply. You could remove the railway arty and replace it with recon, Command panzer 4 or a stuka loiter of some sort.
Mobile defense should just have ostruppen be the standard variant and not a 3cp callin.
The key to ostruppen is never using them as your primary source of damage and always having a squad or two of them nearby to support your damage dealing unit. This shouldnt be an issue as they are cheap and resilient to one shot wipes.
In the early game if you dont go sniper you should do your best to stall until tier 2 comes then use a combination of 222s flame half tracks and pgrens to supplement your ostruppen. StuG e and pak support is a good combination in the mid-early late game, and really synergizes well with ostruppen's defensive nature. |
Brits at least have the Vickers UC to contest HMG 42s out in the open. HMG 42s are easier to flank because of lower durability, slower traverse and a slower redeploy time too. But that doesn't really matter, as I've already said before, UKF with their lack of T0 indirect having trouble with early game HMG spam does not mean we should make it even harder for OKW too. This is not about "them versus us", this is about making sure we keep early game HMG spam effectiveness to a minimum.
Is or is not the UKF's struggles with MGs a problem that needs fixing, and if the solution to UKF's problems with MGs is changing the faction(and not nerfing the mg42), shouldn't the same philosophy be applied to OKW?
This being the case, the issue isn't really with the MG42's power or the maxim's potential power, but rather with 2 specific factions who's tech and unit roster leave them vulnerable to specific unit compositions.
So for OKW, swap the concussive grenades for smoke grenades-Done. Not only does it help OKW against MGs early game, but it would have better synergism with sturm's weapons in other scenarios. |
If you read carefully, you'll see that I was talking exclusively about teamgames corridor maps, such as Red Ball Express, where there are only a handful of frontline territories to fight over and where forfeiting map control is not a thing.
This was not specified in the quoted post, but even so, its not as if double MG42s doesn't give brits a hard time in a corridor either. |
Only sending multiple squads at once might work if the Soviet player isn't quick enough to re-target, but usually there's a Maxim covering a Maxim, so that often leads nowhere. With 6 men durability, Maxims can usually reposition after taking a flame grenade with still 4-5 models left anyway. It's far from a guaranteed wipe or retreat.
If there is a maxim covering a maxim in the early game then the soviet player has forfeited map control elsewhere. You deal with a maxim covering a maxim in the same way you would deal with an mg42 covering an mg42. |
I disagree here. Without a forced reload it could just be popped during any push or engagement without care and be significantly more effective than any other HMG at stopping pushes at the press of a button. It should be a situational, concious decision. Not a no brainer ability.
There are plenty of abilities which provide combat bonuses that don't require a "warm up" animation such as Take Aim, Combat Blitz, and the paratrooper suppressing fire.
In terms of suppression, this ability brings the maxim on par with its contemporaries, I don't agree it would end up being the penultimate infantry suppression tool. And even if it were slightly superior at dealing with blobs, it still lacks the anti vehicular capabilities of the other machine guns through their abilities.
The fact that the ability is cancelled upon pack up also means you are greatly rewarded for flanking an already engaged maxim. |
The problem is, that you can simply push with non-brainer tactics, spaming shouldn't be that potential.
Isn't that the case with all factions? |
That is correct. But it can't be the fact, that one fraction is simply "easyer" to use, because all unit can really benefit from multible uses, the othe doesn't.
Faust also buggs, while AT-grenade doesn't ^^
And yes, incendiary rounds are really good. Sadly you need it to counter flamer-carrier etc.
All over, some units are still not balanced, because some people want to hang on old CoH2 vanilla fraction design.
-> PaK40 could get a direct high-explisive shot, only for punish blobbs.
-> Grens could get the week stun-grenade non-doc, to give them some more offensive power.
-> StuG E could get non-doc T2 unit, unlooked with T3. Give a weak AT-round (30-range) to get some tools versus T70, when it trolls around.
Then we can speak about weaker incendiary rounds and mines.
Im not entirely sure your what your point is. Yes, pak doesnt have an artillery barrage, but the zis doesnt have target weak point either. Yeah grens dont have a non doc close range grenade, but cons dont have a long range grenade either.
Are you saying that all units should have equal types of abilities? |
I have to check the 1vs1 situation again, the performance between HMG42 and Maxim often changed and multible Maxims are still normal tactic. On real scenarios with multible units Maxim perform more flexible than HMGs, because Ostheers arty and infantry-abilities can't counter as effective, in comparison with needed cost and micro.
Molotov, diverse mortar, Zis arty-barrage and early T70 simply are more potential than rifle-grenades, mortar and 222.
Maxim will beat mg42 in a shootout 1v1 because the attributes suppression effects have a bigger effect on the mg42s unique characteristics than a maxims. This does not mean the mg42 completely stops firing when it is suppressed, but its cooldown between bursts quadruples to something like 7 seconds while the maxims is less than 2 seconds with the same penalty.
I agree that the T70 is strong, I agree that mortar flares see more use than counter battery, I agree that the zis arty barrage is good. I disagree that those specific atrributes make the individual units stronger than equivalent axis units.
Target weak point is an very strong ability, incendiary rounds is currently superior to sustained fire, 222 has AA capability, and grens have a longer range snare than cons.
You also dont need to tech twice to get a sniper and a machine gun. |