what i personaly dont like is that they try to balance units now with that acc modifiers, that is all to rng based i have the feeling the should more work with the armor values afterall yes you can have high resistance by that modifier but if you have bad luck your squads can also die in a second because rng decided they get a lot of hits, with armor you atleast have a fixed value what a unit can take and that makes them reliable i mean just look at shocks they are reliable thanks to their 1,5 armor because you know what they can take, pgrens on the other hand sometimes they are extremely durable other times they fall in 2 seconds
and the next thing is, why no fix to US halftrack, M1919 and rifleman its no really fun playing ost 1vs1 atm, cause you mostly met americans and have more stress in the game then fun simply because you cant make mistakes or you lose while the US player can make mistakes |
well i think the the problem with spamming is a thing that goes through the factions for diffrent reason mostly either its the easiest thing you can do or your other options are not viable for diffrent reasons (map etc.),
but let me as an not WF owning Ostheer player tell you my point of view about the factions and spamming/combined arms, beware may contain a bit bias and the grass is greener on the other side wordings^^:
The Red Army:
well the Red army is in my opinion one of the best Armys for combined arms simply cause their units work well together, best example are the Conscripts, the can fill a lot of roles depending on your commander, like CQC, repair, Cover denial, light at and also wannabe guards (as far as i know there is an ptrs commander for cons now) to that comes their merge which ist viable for almost any infantry unit exept Shocks and Snipers
but they have only one spamming problem that is the Maxim HMG, as a Unit itself it is actually well balanced the only problem is if there are 3-4+ n the field then you need huge amounts of resources to get them of the field especially in team games when USF provides Assault support.
solution:
that is to give all HMGs a limt of 2 you can build more if you want more you need to kill your own unit which takes time and a lot of resources which gives your enemy a lot of freedom in the early game and eradicating the spam problem and practically force combined arms
The USF:
well also an army that from my observation can work with combined arms very well, problem is the American blob is way more effective and needs way less supervision then using an HMG for example,
the blobing i think has actually varius stages:
Stage 1: the early riflemans, those is actually the point were you have the most chances for an decisive strike by cutting his resources on certain maps (langreskaya) here it is basically important to kill as much soldiers as you can to slow his snowballing,
Stage 2: first LMGs either through officer, CPS or unlock this is were it begins now the american player will be able to push you offmap really good, try to hold the line as good as you can and dont lose squads (actually never do that)
Stage 3: more lmgs be it bars or even worse M1919 he will now be able to simply overrun any Infantry you have and kill them in seconds even MG42 can not control them anymore if he spreads them out, it will be just made to swiss cheese shortly
my personal chances i see against that USF blobing atm are two, that are either early cutoff or "Verdun" trench fighting, where you simply play on time with pak 43, command p4, pgrens etc. and you just try to get 2 vps and then to kill as much manpower until he is dried out of it, sadly not an very effective tactic as it all depends on your early game and how many loses you can give him and who starves first
actually if i think about it, USF atm reminds me of orks from DoW2 if you can kill lots of em early you win, if you dont GG , if anyone actually has better ideas against it please tell me, i hate trench fighting its too WW1 style i always loved mobile armys since dow2 simply because you could decide where and when you fight^^
solution: maybe give them something like negativ Zeal similar to the Pios in coh 1, which made pio spam weaker
OKW:
well also a faction were i think you can use combined arms very well thanks to the teching similar to the sowjets and has a lot of options you can use and combine about spamming here dont know maybe also an limiter for the amount of units you can have but on the other side they are quite expensive and when i played against friends Red Army against OKW (me Red Army) i actually thought they are quite balanced you just need to find out what is a good combination to ruin the other guys day (liked 2 maxims + 2con + 2guards the most because you had a well rounded force against anything he can throw at you)
Ostheer:
well i think of all factions the worst faction for combined arms, mostly thanks to the teching system (cant decide what you want first like the other guys) and the MG42 which needs some mobility to be on paar with maxim and M2 afterall lets compare them a bit
the main problem ist that that nearly all other Mgs in the game are higly mobile which gives them on most maps the advantage to be used i any situation, they can support their armys very well even in citys,
first we have the maxim its a solid support for every army because it can follow them and is alomostinstantly ready to fire with the slight disadvatage of the small firezone which doesnt matter on maps with many buildings, thats why I like to capture it
and then comes the M2 i said i like to capture the maxim, well i love the M2, its an even better HMG for unit support, feels even faster then the maxim, has a huge arc and high damage and good suppression, always when i get one i need to suppress the urge to write "thank you",
if i get that against an US Player and he comes with his blob the mobility and Firepower will give my grens an equal chance to defeat them/force them off (sadly its rarely used)
oh and both of them become insanely strong in buildings thx to fast facing change
but now we get to the MG42 well it is a pretty solid weapon stats wise the only problem is the mobility it can not support squads in an attack its a pure defence weapon which can also not use builings because its there more vulnerable then in heavy cover cause an m2 or maxim will get out of the building fast and also change facing fast an 42 will not and so it becomes dead meat in buildings which will give every penal squad an grin on their face,
simple solution ist to increase mobility to a similar level of the other two, for that cut its arc down and maybe higher its price if needed, so it can really support units at the front and is usefull in buildings (of course here also we get the 2 mgs max rule) |
i must say the patch atm is quite good, ok there are some changes i dont like that are:
the pio change, would have loved an cost increase more making them more an combat infantry and maybe add a unitlimit to prevent spam (would also fit more the RL pioneers and it would fit their MP40s)
and ofc the pgren "midrange" unit nerf, playing germans i mostly need something for attack not to protect a unit that already protects itself very good with an LMG and does not get outperformed in AI by said unit in the same role with another upgrade (g43)
but aside that I find it mostly balanced accept a few things
first Sowjets:
Sniper personally i find them hard to kill they often survive enemy fire thanks to the 2 man squad (afterall even if your units land a lucky crit they will be able to retreat) while doing a lot of damage to german infantry if you have 2 they will be paying there price back rather fast on most maps so i think cut them down to 1 man squads so they get as vulnerable as the german one woukd be better
now to the germans:
MG42: well needs a bit more mobility for me atm its not worth the risk to lose it to the sowjets in my opinion, afterall with 6 man you cant dispatch it as easy as the sowjets do with molotov (retreat, firey death or enemy behind you^^)
Sniper: well its not worth its cost need too much attention for too less results and only gets decent when he gets his explosive ammo which is an art if you see how fast it can die to bad luck (or retreat pathing)
Tigerace: well here i think they should nerf it rear armor, i had a game where i pushed back the german player with T-34 then he called the Tigerace and did the same stuff he did with his Panthers, rushing them in and letting them be shot in the rear and die a pretty useless death but instead of a fast dying lonely Ace this guy ignored the hits of 3 T-34 with only 1 Damaging penetration (2 of the T-34 were in his back while one was the bait and i repeat the Ace was alone no support) end result was that the game that i just had the upper hand was lost cause one unit ignored all skill in flanking and erdicated my army alone (well ok was minsk so it was even easier for the ace but still i microed my t-34 like hell to stay in its back and they just got 1 damaging hit, pretty frustrating considering it were quite a lot hits in his rear armor)
Stug IIIG: well i did like the old version more in this patch i must say its too random, i cant really begin to like it before it was for me an AT gun on tracks now its a I can do anything and nothing together unit
first its Anti infatry: sometimes i does kill dozens of enemy other times the gunner is drunk and he cant hit an elephant on 1mm distance,
here i must draw the comparsion of it against the Flackpanzer which is reliable AI and AA against random effective cheap unit and if i really need AI i must say the Flack will always do this job better (i have the feeling the E stug also outperforms the Stug in this role)
then AT: same as Anti infatry sometimes it kills tanks quite ok sometimes it always bounces or misses (fun seeing an T70 driving straight at it and not getting hit^^) so again i have to consider what i want i can get an P4 which is an all purpose Tank and gets the job done or a cheap random unit which is outclassed by an even cheaper AT gun which may get oneshoted by T-34 but still gets its job properly done (and actually with bad luck the stug will also die fast to the T-34 without doing damage) and here again i rather take P4 and Pak
so i personally dont see a role of the stug for me old stug like said had its role this one doesnt for that i seems too random,
and now to some things of Both sides:
ISU, Elefant: i personaly dislike this units due to their focust sights it makes them a bit easy to us and hard to flank i think especially ELefant and ISU should not have them afterall Elefant locks down an area for any Tank and ISu locks down an area for everthing while both on 1vs1 maps can see half the map sometimes even everything to the enemy base its partly ok on the Su85 thanks to the new T-34 which in the right hands will be more effective but still the sight spoting you can do is impressive i think elefant and ISU should not have this ability that will make them more balanced they will still be killers but now you wont have it that easy to protect em or lock down areas
Unit AI: still a problem i think when you order a unit to move to this point they should stay their and if you order them to attack or an enemy gets in fire range they should not try to charge em (funny when you have cons on midrange firing at assault grens and then the begin to move in very funny.. for the Agrens, same goes for Grenadiers they should not try to attack conscripts penals or whatever with their Bayonett |