what does that make the centaur, one of the slowest unit in the game?
You mean the unit that didnt have its mobility or price changed, yet used to get rushed and ended games immediately? And if mobility is survivability, it's weird how everybody complains about how unkillable KT and all the other supers are.
So to answer your question: it makes the "useless" centaur still better than the ostwind. |
Thread: Ostheer12 Dec 2015, 00:56 AM
Its scrubs who use them are useless. OH sniper is battshit OP vs any faction. The same about atg other units. Those who qestion that ether liers or idiots.
If you manage to get 3+ of them maybe... else the sniper is useless because of 6 men squads. Also remember that apart from initial aim time and reload, the brit sniper is fsster in between shots. So in direct comparison (killing a full squad of the opponent) the brit sniper is always more effective (because quicker). Also countersniping soviet sniper is next to impossible as ost, while the reverse is arguably a lot easier. |
Thread: Luchs11 Dec 2015, 20:41 PM
The Luchs itself isn't a problem, the problem is its come as the cherry on the top of the cake of an early game dominated by free flamnade denying cover play and free shreck denying light vehicle play.
first off, neither nades nor schrecks are free (i know you're talking about unlock costs, but still).
and if you say that schrecks deny light vehicle play, then zooks/piats deny luchs play as well. |
The centuar WAS far better then it got over nerfed as usual now its useless. Shrek mobs just laugh at it, on the other hand if your allied infantry against a ostwind you have to retreat. Not the case for shrek mobs against the centuar thanks to it being over nerfed.
Its AOE feels much stronger than the centaur while also seeming like it does more damage to medium armor. while I haven't looked at the stats using the Ostwind always feels like an overall better units.
Maybe I have beer glasses on but I don't think its as bad as people are giving it credit
the reason why people think the centaur is "useless", is because they still remember the times when it one shot everything that wasn't a tank before you could retreat. and if that is what we're measuring against, then yes, it's worse.
but if you compare it to the ostwind, like here, you will see that it is still very good against infantry (also keep in mind that the centaur fights 4/5 man squads, while the ostwind can also face 6 man squads.
Saying the Centaur is useless while claiming the Ostwind is fine does seem a bit biased.
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Thread: Luchs11 Dec 2015, 15:09 PM
M3 comes before Molos or Healing. Stuart usually comes after ambulance and nades.
you mean... you can choose to rush a vehicle? a vehicle like the stuart? thats weird... because your last post made it sound like they were prerequisites. in that case, add T2 cost to luchs as well pls... since healing and stuff usually comes before luchs, right? |
Thread: Luchs11 Dec 2015, 14:43 PM
Already point you your bias.
Somehow you still forgot to add nades/racks and ambulance to the cost.
yeah right. also add molotovs and base healing costs to clown cars. |
assymetrical balance.
Ostwind is fine.
Ostwind is a killing machine well used. So use it well. No need for a nerf or a buff.
Don't move around like a flee infested dog with ostwind and it'll rack up kills just as well.
the ostwind has problems facing stuff like the captain or anything with piats. it's AI capabilities are only slighlty better than the stuarts.
Mobility, not panic reverse as soon as you see single con squad.
You need to be mobile enough to not get engine crit, which single squad will not inflict on you.
the problem is, when facing for example a captain squad, or a vet1 rifle with zooks... if you don't try to kite, your ost is most likely dead before it can kill anything.
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Thread: Luchs11 Dec 2015, 14:28 PM
Ok, then buff it's at. It has 40 less damage and 10 less range than similarly priced puma.
Stuart is an all round unit that doesn't excel in any particular role. If you think it's shock value is anywhere near that of the luchs', you may be high. The correct unit to compare the luchs to, is the t70.
i dare to you to test out stuarts AI performance vs. Ostwind... the results will surprise you :-)
or, in other words: the stuart is almost as good at AI as the Ostwind, especially when you factor in what kind of infantry they're up against (4/5 men squads vs 4-6 men squads).
the stuart, for it's role and cost, is too good at AI.
edit: or, ofc, the ostwind needs a significant dmg boost or cost reduction. |
Thread: Luchs11 Dec 2015, 02:42 AM
I'm fine with the luchs. The only issue it has imo is its durability. It should have 320hp like the t70. This would make it less able to solo the single at gun a player would have gotten preparing for it.
Maybe give it a similar mechanic to the t70, allowing it to survive a second shot by disabling it's weapon.
And before someone says "but stuart," I would like to point out that the stuart needs the extra hp because it's role is close to that of a puma (400hp) than that of a luchs/t70. The stuart's primary role is as an anti-light vehicle unit.
alright, let's nerf stuarts AI then if it's meant as AT, right?
the problem isn't the fast luch per say. Right now the OKW is probably as good as the soviet and USF in regard to the mid-early game, and there's nothing wrong with that.
The problem is the fact the OKW retain their amazing late game despite their (deserved) buff to early game.
Early game is no longer the domain of the soviet or the USF, but OKW stil dominate the late game pretty well.
Sorry for being a grammar nazi, but this one just grinds my gears...
also, reading this entire thread you'd think there is no ostheer in this game. |
not saying it is THE reason, just saying it is ONE reason... Kübel capping everywhere is just damn strong (Assault Jeep in COHO anyone?!). the popcap ofc helped as well, but isn't too much of a factor early game, where the game swings in OKWs favor heavily (from my experience, haven't played a lot this patch though, so take this and the rest with a grain of salt). with kübel capping and denying fuel from opponent it enables OKW to get out Luchs or other light vehicles super fast, so the opponent has to go early AT instead of more infantry and probably play a little more defensive, giving up more mapcontrol and enabling the OKW player to tech up faster. roughly at this point is where the popcap issues start being problematic.
all of this, and the fact that allied players probably were very used to just spamming inf with anti-infantry upgrades early and never having to get any AT until mid game at the earliest is what caused the winrate spike for OKW in my opinion.
guess this is stuff for another thread though. |