Dude, we have to back up our tanks a lot, isn't that enough?
But seriously yeah, I think some of us would like to play Ostheer like Soviets, and you can't do that. But how many rifle nades do you have to dodge a match vs Molotovs? I don't think it's that OP, it's just annoying, like a fly you can't quite swat, over and over.
Sure you can. A rifle grenade costs just as much as a oorah+molotov charge.
Just because you can spend all your ammo on upgrades, doesn't mean you have to. You don't have to upgrade vanila grens to beat vanila conscripts. You don't have to get panzerschreks, you don't have to get a flamer halftrack. Having more options ins't a downside to playing germans, it's a bonus.
If you wan't to play germans like soviets, just pretend all those fancy unit upgrades don't exist. Suddenly you will have plenty of ammo for rifle grenades. Or, alternatively, ask relics for more soviet options to spend munitions on; like non-doctrinal conscript DP upgrades, bazookas for penal troops or whatever. Don't ask for nerfs on the one thing soviets have to spend their early game munitions on when the germans have so many nice options. |
Whats with the Molotov hate?? Does this ability, which has a very long and easily recognizeable animation, really ruin the early game? I mean, really? Fire nades? Conscripts are designed to be more of a close range units, while Grenadiers are better suited for long range. I really dont see the issue with molotovs at all
People just don't want to micro their units to avoid damage. The only micro germans want to do is micro that causes damage; i.e. rifle grenades. |
This is a very bad idea. Incendiary rounds are very powerful. They rip apart infantry and kill light vehicles in about 1 second.
Here is how it is now:
- Germans need a good sense of timing due to having to reload.
- Soviets can avoid it by retreating and waiting for the cooldown.
- There is good and poor use of the ability. A good use can either force a retreat or do massive damage. A poor use of the ability will either result in a oorah charge during reload or a waste of munitions.
With your idea, this is how it will be:
- German player does not need any sense of timing to activate the ability, it can just be done at any time.
- The soviet player can't avoid it. Even if he instantly retreats his suppressed squad, the mg42 will retain their AP rounds.
- There is no good or poor use of the ability. Every use of the ability has a 100% success rate because the mg42 will only run out of AP rounds when every single one of them has been shot into some poor soviet soldier. |
Try not to get stuck on T3 for too long if you are not booking great succes with it during the midgame. If you are finding it hard to crack the turtlers shell, conserve your T34s and get a field gun to assist in AT duties while you save fuel for T4. Once you have that, you can get a katyuska or two (depending on his army composition you might want to get a SU85 first, followed by a katyuska) to barrage away at the enemy positions.
Once you hit vet 1 with the katyaska, you can use precision strike to insta gib squads from across the map for 60 ammo. It's so powerful that it will not only de-crew support weapons, most of the time it will take out the weapon itself too. You can also use it on capping squads if they made the mistake of clicking on the flag. If you do not have any targets for precision strikes, you can use the standard barrage which has a very fast cool down once you hit vet 2. |
build two m5, upgrade with quad and those planes won't hurt so much.
Meh, they are cheap and only make one pass. It's not very likely that even two quads will do anything to the planes before they fire their one and only salvo. |
It's more expensive for soviets to get T2, molotovs and AT nades, then it is for germans to get T1 and T2. This includes panzerfaust, rifle nades, non-doctrinal grenadier upgrades, infantry based AT options (panzerschreks), and the halftrack, the first AI vehicle that does not die to a single ATnade/Pfaust. Getting T3 or T4 after that as soviets also costs more fuel than the T3 for the germans.
And you want to make the soviets early game tech even more expensive? Get real. |
Relief inf does need a rework. Why would I want low health, low armor infantry when my higher armor, higher health infantry are being beaten off the field? It comes too late, it is too expensive, and does not fit the game well. If it were a passive ability that functioned more like the med station in vCOH it would make more sense (Note I am not saying make it passive, only pointing to its counterpart in vCOH). Right now I just cannot afford 120 munitions late in the game to may be get a couple of Osttruppen.
Because you can use those low health, low armor, low upkeep, cheep ostruppen to capture points on the flanks. This makes all your high armor, high health, high upkeep infantry available for actual combat duties, giving you the edge over your opponant who needs to relegate more expensive troops away from the front line to capture points. |
Recently I've been rolling with Jeager Infantry. It's very heavy on the munitions but ambush cammo on panzergrenadiers is just so much fun. Wait in cover and hold fire until a conscript squad is close by and then rip them apart with a nice dose of 200% Pgren damage. |
Relief Infantry and Rapid Conscription are too gamble-y for me. There's a chance you'll blow 120 - 160 Mun with nothing to show for it. And during the active duration, you're encouraged to take casualties, in a game based all around unit preservation. RC also gives significantly better units dispite being only 40 Mun more. For those reasons, both need to be reworked imo.
Relief infantry gives you max 3 ostruppen squads for 120 ammo. RC gives you max 2 conscripts for 160 ammo. I'd say both abilities are fine. |
People use that? It's cheaper to just wait a minute and buy new Conscripts yourself. It's probably the worst thing you could do with your Munitions imo. It's even worse with "Relief Infantry". 120 Mun for an Osttruppen Squad that I only get if I lose 4+ models? I'd rather buy Panzerschrecks.
I use rapid conscription and it's great. When you are in the late game, all your MP will go into tanks and reinforcements. You will often start to float fuel if you want to get extra infantry squads due to high upkeep costs and high mp bleed from reinforcing a large army. With rapid conscription, you can expand your infantry force without halting your tank production. |