Isn't that basically identical to how Grens preform right now?
I'm still unsure as to how these won't just be a cheaper, more easily massable version of Grens that can make sandbags.
Well, there's not many other combat ranges I think they could have. Unless you want to rework their cover bonuses. Early game they do beat all other troops at the mid-long range in cover wars just because of their incredibly high raw accuracy and their squad size. They do lose when out of cover for obvious reasons, but I am just noting their only weak combat range during cover wars is short-range and only vs particular troops. |
I will say, things are being looked at for Ostruppen. At least in yellow cover tests shoot outs - while not always a thing in actual games - they do beat all infantry at long and mid ranges and short-range early game and do decently enough to stall for other supporting units.
We do want to keep them as cheap troops that can stall enemy forces and work well with the MG 42 so they might keep sandbags and/or other items if their early game DPS is dropped so they cannot decisively win vs other infantry at their set ranges.
What I would intend if it was some DPS changes:
Ostruppen vs Conscripts
Truppen win at long-range, around equal at mid and lose up close. This match up, however is mainly focused on positioning and who is in cover first.
Ostruppen vs Conscripts
Defeat Riflemen at long-range, lose at mid and short.
Ostruppen vs Infantry Section
Lose to IS at long-range, loses slightly at mid and wins at short range
I've done some initial testing and reducing their long-range by 10% and their cover bonus from +300% to +250% gets them around somewhere close to the result above when in cover wars.
Now these might all work, but the Ostruppen always have the support of the MG42 and the Truppen are in an army that has more starting MP to account for their T1.
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Speaking of FOP, maybe just allow UKF to build new building with FOP abilities?
I mean, its still munition heavy af to become OP, while as it was proven by soviet and now ost abilities which converts ambients into something, that it whould have buildable counterpart in order to be viable pick.
There is an option already in-game which is just an upgraded Assembly that offers the abilities in Tactical Support. Unless you mean even cheaper and it's just abilities. |
As I read this I thought never, ever is this true. This really can't be true. It would destroy what I thought this two tanks are balanced around completely. Both are at 18 population. so they have to be somehow compareable in population efficience.
Panther: more range, overall better survivability, higher penetration -> wins vs Comet in 1vs1 situation
Comet: does way more damage to Infantry to be more like an allround premium brawler
I tested it multiple times in CheatMod at different ranges. Vet0 Panther always with Pintle upgrade, Vet0 Comet with Tank Commander Upgrade.
Result: The result was pretty close with Panther having the edge over Comet overall at killing infantry
How is this even possible? Where is the way better AI of Comet?
Throwing grenades? -> situatuional/very short ranged/watch out for snares
Smoke shell? -> versatile, but prevents your maingun from shooting of course
WP shell at Vet1? -> is it all about this munition costing ability?
Oh man, Comet really should have higher AI base damage as a pintled Panther or be able to upgrade a turret mounted MG by itself, this is shocking.
Except Panther MGs are more affected by both veterancy received accuracy bonuses of infantry and cover. And this is on top of the Comet able to deliver sudden burst damage and move in and out to get shells in on infantry. Panthers need to be facing the target with all their guns. |
Sexton stuck like this for the whole match. I've seen it happen to the LeFH as well.
Were there any specific actions done to trigger it? Was a unit killed by the barrage? |
Personally I feel like Volks and Sturmpios are fine and the real weakness is the Vet 5 Veterancy.
Take the Kubelwagon for example. The Kubelwagon requires 3525 Experience to hit Vet 5 while the Universal Carrier only needs 2160 to hit Vet 3. Both units arrive at the same time and have similar costs.
Essentially this causes casualties/losses to be significantly more punishing as you need significantly more experience to reach top peak performance (maxed out Vet) vs any other allied units. While the idea of Vet 5 vet is nice and cool in practice it ends up counter productive as Company of Heroes is supposed to allow someone to come back/Catch up from a mistake and one faction is punished way more than others.
This is especially so for support weapons. The MG 34 at Vet 5 is hands the best MG in the game but at Vet 0 it is easily one of the worst. Even if you do manage to get the MG-34 Veterancy, all it takes is one lucky grenade or mortar shell and all of that hard experience is lost leaving you with overall weaker support weapons and forcing you to crutch harder on your infantry. I would gladly trade Vet 5 for Vet 3 for a less punishing Vet system.
The majority of OKW's veterancy 1-3 line up with the veterancy 1-3 with the other factions. 4 and 5 are bonuses that are often not combat related or are new abilities. That was changed awhile ago. |
As you all know, Osttruppen have been a major player in the meta thanks to the unit's ability to quickly take map control, bypass the Ostheer T1 for faster tech, and cost efficiency, particularly versus the Soviets.
In the recent mod preview, there are two changes in play which are meant to speed the testing process with only one of those changes being decided based on feedback for all the Truppen commanders in the final release for live.
-Osttruppen Commander's Osttruppen are built from the HQ rather than called-in: 25 second build
time, 200 manpower.
-Community Defensive Commander Osttruppen are called in from off-map: 35 second ability recharge
time, 220 manpower.
Now the question is, what solution would seem like the best for the Osttruppen? I've placed a poll above to help gather some feedback. There is another option, however, which is the unit requiring the tier 1 to be built as a possible idea.
If you have other ideas, you can write them in response in this topic. |
Call me crazy, but I believe the Heavy Mortar Barrage caused the normal barrage to go into a 120 second cooldown in my last game. Was this intended?
Both barrages go on cooldown when you fire the heavy mortar barrage. Intended so you can't heavy barrage then follow up with the light. |
The stacking should be removed in a quick fix with the Raid package shortly. |
The I'm concerned about the rotation rate of the su-76. Wasn't the issue with the m10 crush due to the rotation rate being above 32? If so wouldn't this just make this possible with the su76?
The SU-76 lost its human crush, but it hasn't be noted. Will be sure to get that addressed. |