Honestly I'd prefer this as a vet ability to replace Combat Blitz. Combat Blitz just feels like Relic ran out of ideas and took the idea of a panzer warp drive to heart.
Naaah. First of all combat blitz is awesome (and kinda OP). But this will turn the already powerful axis armor to human meat grinders. Then I would just mindlessly move my Tanks in the middle of blobs or ATGs, Pop a S-mine and troll around the map
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I agree that this unit is not functioning well, but I don't call it OP. Here is the thing:
it's one of the earliest solutions allied players have when facing OKW Flak base rush + Volksblob. One lucky shot and he has to retreat his whole blob, or you can simply start barraging his base and with some RNG GOD favor wipe his Sturmpios. You can also guard them with other doctrinal units.
So against the TROLOLO OKW play style, this unit is kinda essential. It also makes a distinctive voice when firing, its ROF is very low at the start of barrage (so you can move your units) and the accuracy is terrible. It is expensive.
BUT, against non blobbing players (either OKW or Ostheer) this unit is way too powerful. Specially in smaller maps, which you can simply barrage from your base and gain vet. With the new cover system, one lucky shot and you lose you whole goddamn squad. It also easily kills weapon teams and PAKs. And IMO, losing vetted squads is more punishing for non blobbing players.
Please do not compare them to Ubersoldaten. The fact that LMG34 (not the actual ubers) are over performing has nothing to do with this unit.
Conclusion: This unit is a viable counter versus OKW flak rush, static targets and support weapons. It is devastating for support heavy builds and denies huge areas specially in small maps. A well placed 120mm, backed up by a maxim and cons squad deal heavy MP loss to the enemy. Being a 6 man squad means you can easily retreat.
TL,DR: It's a good counter against OKW TOLOLOLO Flak base rush and blob, although it's very punishing for non blobbing builds. Too much wipes, great range, strong vet 1 ability and 1 man retreat. It needs changes, not necessarily nerfs. Bad OKW design does not make this unit "fine" |
Some really great stuff in OP. I was actually about to do the same thing today. Other things that Wehr needs to be looked at:
Sniper - Although responsive and devastating when at max range, it is extremely hard to use, is hard countered by an entire Soviet tier, and can die to a single CE volley. Needs armor/received accuracy bonuses.
Stug - Not sure what to do with this unit, but I would like to see it become common. It and the Panzer IV should be the most common armored units.
All of T3 is hard countered by American Jackson.
All of T4 is too expensive for cost. Either teching costs need to be adjusted or unit costs need to be adjusted.
Call-ins:
TA is too good against American faction, it ranges with TD's.
Elephant is too slow and is an extremely niche unit. Honestly, I don't really care. I wish this unit had never made it into the game.
Good points. Stug should be desperate man's AT, and there should be more PIVs in the games. Although USF balance is not the main issue of this post, IMO Jackson need penetration buff and price and damage nerf. If the T4 problems is resolved, you can go heavy T3 to counter their heavy Sherman build, or go T4 to deal with jacksons. I think T3 is in a good place right now, specially versus USF, "if you can hold your ground early game". |
Although some micro mistakes cost me the game sometimes, I mostly lose because of macro mistakes. Not flanking well, getting over confident, walking into traps, lose of map control and focusing on worthless skirmishes. |
You want Grenadiers to have less sight than every unit in the game?
Read my post again dear sir.
They don't destroy everything. Double Bars Rifle can run up to Grenadiers and force retreat/wipe the squad.
They win against volks & vanilla rifles and against units that were designed for mid-close combat, but then again, why shouldn't they?
Right now they can't even sneeze if they are outside the arc of fire of an HMG42
That's the point, if there is gonna be a MG buff as OP suggested, LMG grenadiers at higher vets (specially ver 3) need a slight nerf. |
Nope. As other guys said the carrier is the problem. Volk Over perform because of the 5 vet system, cheap and fast reinforcement and being too viable to blob. Pzschrek is ok, Bazooka need a slight penetration buff and they blobbing problem needs it own solution. |
... but we complained about all OKW units and this is the only one left . Hehe.
+1 |
Well written post.
I agree with most of the changes, and as you said OSTheer needs an overhaul instead of NERF DIS BUFF DAT.
Only things that I think are worth mentioning are:
1. LMG grens need a slight nerf, at vet 3 they destroy everything. If you give them early game utility (sandbag) or even buff them a bit, they are gonna survive and vet. So a slight nerf to LMG42 (or maybe all other LMGs) is needed
2. Increase scout cars Fuel and MP cost and increase its armor, HP and give it the autocanon as stock gun. Also reduce its scouting abilities a bit specially at higher vets. It's a map hack.
3. With these changes, I don't think Ostwind needs a buff. It is very potent against aircrafts and it does good damage against infantry (It uses explosive shells so it bursts reduce the damage of all models instead of sniping).
4. What you said about Ostheers T4 is true, but instead of increasing Tiger's CP, make T4 affordable. Brumbar is fine IMO but Panzerwerfer needs huge changes. This way you are free to chose T4 or call-ins.
5.Pzgrens are hard to balance I think, cause the are multi-role units. But I think they need some buffs or great price reduction.
Thing that I think should be considered:
1. Flame HT is worthless.
2. MP40s need slight damage or accuracy buff (both on Pioneers and Assgrens). You have to shove your gun up their a** to do some decent damage.
3. I don't know what to say about sniper.
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Naaah it's useless in 1s and 2s. In 3s and 4s it's good though. But in 1s and 2s you are gonna need something too attack the enemy with even if you know where they are. |
So OKW should not be able to build the KT if they lose the buildings that acts as a prerequisite for it?
Should Soviets likewise not be able to build anything from T3/T4 if they lose T1/T2?
You can't actually compare them. OKW trucks, specially Flak truck can be used to lock down huge areas of the map early game, and dealing with it is very challenging. Right now all you have to do it to place your flak base somewhere to control most of the map, hold the line with you blob and delay the game and TROLOLOLO with King tiger lat game. Although it's a big loss for OKW to lose that truck, it's not very punishing IMO. |