Soviets are the closest to OP, especially in this meta, though I would say Guard Motor is the doctrine that makes them in this state.
-Need elite infantry who can now fight all other infantry well? Guards.
-Want a near unwipeable artillery unit that hits hard, can wipe out units and do it from a very safe distance? 120mm Mortar.
-Need a one click to automatically force the enemy tank off and allows you to kill it in one less shot that never goes away even when the plane's down? Mark Target.
-Need something that does well against every unit but heavies and is maneuverable, quick and has a ton of hit points? Dual T-34/85s.
While the Shock Rifle Frontline doctrine is strong, it's not to the extent of Guard Motor. IS-2s, while tough, aren't fast enough to run down all other mediums on the field, must be exposed to ATGs more, lack the fire support of a 120mm to help clear/wipe units outside of incendiary barrage, and I find it harder to kill dual 85s since they have a combined hit point pool of 1600 while being fast tanks.
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I hate facing the 120. Not only can it wipe Ostheer squads when the RNG gods feel like it, but it's very difficult to counter-battery thanks to its range unless you're actually going to use to Ost's vet 1 ability and it's incredibly difficult to wipe compared to every other indirect/gun team needing only one man with a squad of six. Only way you can do that in the mid game is a lucky bundle grenade and PGs in the retreat path which cannot be done on most maps given the 120s range and the need to not be spotted on the approach and intercepted.
Ostheer mortar's good, but it only made in certain instances because it excels at bombarding stationary units, but the Allies generally don't have the plethora of weapon teams Ost does or you're on one of those terrible urban maps and flamers are not cutting it/exploding. |
Should also get hold-fire in addition to pathing needed by all fixed gun vehicles. Brummbars need to be able to save that shot given their long reload. Furthermore, Brummbars shooting while turning or moving is very annoying as those shots often scatter.
Yes, turning does count as moving. It's why spotting scopes are such a pain on units such as StuGs which always shuts them off when they spot something at 50 meters. |
Never heard this phrase before given Ost generally wins in this manner, or that's how I play it.
Yes, I know I give my usual Ostheer rant at some points in this game, but not Tigers throughout the entire game, just the humble command tank(I know call-in meta, but I had bought BP II at that point, but could not get the support corp up) and then into heavy T3 investment. |
Do you know what the fix to conscript PTRS packages that I actually want to see is?
Cons allowed to pay 90MU for looted panzershrecks and immunity to commissars cold instead. No more crying about them wiping weapon teams, they're allowed a proper AT weapon, no more cheap outfitting a huge blob. It'd be almost like being as good as OKW. Right? Right.
That day will come when Soviets actually start to bleed manpower.
I'm currently hating the new PTRS simply because of its damage spikes though. PGs already had trouble vs rifle infantry at their own effective range of mid, but now everything seems to be able to kill them by looking at them. |
Another with dealing with the main issue of exploding weapon teams would be the kick the PTRS's damage down to 20 and make requirements of certain targets that would allow it to cause 40. The same thing is on the KV-8's flamethrower against buildings where it goes up to 60 damage per tick rather than 16. |
Well, they make PGs near useless against Guards and PTRS cons(cost-wise) unless you can get them around the corner or force them to move with a nade since moving into mid-range, even with cover can mean pretty high damage spikes on a squad that is already squishy and expensive.
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But guys tell me what does the soviet sniper have that compensates for its slow rof/reinforcement costs/slow aim/cloak ? Flares ? must be kidding me
So in the end german sniper is the soviet one just with better stats/abilities(incendiary is really strong) and no costs in the long run.
No cost? Getting him anywhere before mid/late transition where you have a strong hold causes significant lose of map control for a faction that spends tons of MP trying to tech and probably bleeds more MP before that transition(unless your MG micro is excellent/has foresight) almost as much as USF does in the late game.
I'm pretty sure I faced you with double snipers(second one called in near the end) on Langreskya and I had practically no map control throughout that game and harrassing squads caused the most issues. If it were not for the fact you went double Priest rather than more Shermans to run my entire army down given smoke was spammed everywhere to negate my range advantage I would have died horribly rather than giving me the chance to stall for the Tiger. Since I spent so much MP reinforcing grens, trying to recrew my MGs aand buying paks along with replacement grens. |
This is probably due to flamethrowers in general when hit by ballistic/explosive weapons, but these PTRS rifles just explode the fuel tank so often. |
m42 literally suppreses my rifles in one burst now
But the MG 42 always did that if you weren't at the very edge of the arc. Usually. |