If you have used OKW in this patch you would know they do not float at all anymore, especially with Fallschirmjager or mg34 doctrines. Perhaps you should adapt your strategy away from volks into obers into tanks. |
Bringing Luftwaffe supply to the level of its soviet counterpart would make it as useless as the soviet one. I would prefer a buff to the soviet version rather than a nerf to Luftwaffe supply.
The chances of them removing a commander altogether is about zero, so the only other way to get rid of these commanders would be a nerf into the ground which I feel is even worse than a few 4v4s getting even more out of hand than usual.
There are enough unused commanders in the roster already, I feel we should balance them in the ways I have suggested in previous posts here in this thread. |
I don't think we should hamstring axis abilities because their ally counterparts are worse, that goes against the entire asymmetric design of the game. I wouldn't be opposed to soviet supply being buffed, but because soviets depend on call ins for late game you would most likely only see this in arranged teams with a support build.
As for fuel being the determining factor late game for axis, I completely disagree. Even if you maintain units like you are supposed to you will still be held back by manpower far more often as Wehrmacht unless the game is really long or you suffer heavy tank losses.
This doc just starts to snowball significantly in the late game where you already have most of your standing army so your manpower is mostly for reinforcement or replacement. This is something of a problem for all large team games where resource management is thrown out the window and you end up churning out tigers and is2s as soon as you lose one.
This doctrine also mirrors the tactics the Wehrmacht actually employed after the encirclement of Stalingrad not that this should determine much for balance. |
Which model 24 grenade ability are you referring to? Model 24 stun grenades are fantastic.
I really dislike the assault grenadier one since you pretty much lose a model every time an enemy looks at you so you spend 45 munitions on only 2-3 grenades usually. Same thing applies to the stealth grenade ability on OKW commanders, though you get this on more durable/stealthy units. These 2 are still great against buildings though.
If you mean the standard volks grenade I think it is fine for it to be a bit different than rifle grenade as it can be used in close range to devastating effect where just running up to hug grenadiers will prevent them from getting rifle grenades off. My problem with rifle grenades is how buggy they can be with the animation/actually using the ability as well as units clumping in cover.
As for the price these aren't the only grenades with discrepancies in price and effectiveness. Pgren bundle grenades cost 45 but only do about as much as those thrown by shocks or guards which are cheaper. |
Fuel transfer to munitions is also only one player but that's the main topic of this thread. As for Luftwaffe supply you spend 200 mp for 50 fuel or 150 munitions, which is roughly 40 seconds of mp income for 2 minutes of fuel or munitions dropped over the span of one minute.
I wouldn't be opposed to a 1-3 minute cooldown after the drop timer ends as right now on the proper map you can have a limitless supply of munitions and still come out 30 munitions on top after dropping a flame strike. Maybe even half the cost and return to 100 mp for 25 fuel, 75 munitions on top of the cooldown.
On a well balanced map with fuel and munitions in contested territory you have 1 minute to respond and potentially steal these resources, so again I feel we shouldn't punish a doctrine for poor map design.
These care packages can be destroyed by any explosive so an arty strike on the territory circle can destroy all the crates or push the harvesting unit off the point enough to attempt an attack. I don't know if you can target them with small arms or if you need to use attack ground or barrage. They can also fall into rivers and off the map resulting in a significant loss of return on your investment. |
If it is the transfer abilities themselves we would see more complaints about Osttruppen doc with the same ability that has been out forever. I've never had a problem with the soviet resource drop(probably because its never used). Plane call ins just need a fixed amount of time from ability use to payload delivery.
CAS is the doctrine with fuel to munition transfer and stuka dive bomb. Are you referring to Luftwaffe supply as well? If so this doc is entirely map dependant, with a significant advantage on maps like Lienne with uncontested fuel and the left corner being the territory to own allowing muni drops and flame drops to protect them.
A fixed delivery time would solve the effectiveness of the attack runs, fixing maps is another beast altogether with some doctrines being better than others on different maps.
How do you feel about soviet industry? |
These are quite fantastic in a building with good sight and firing lines and you can keep assault troops away from it.
I would argue the 25% received accuracy should be removed from all team weapons and soviets should revert to 4(mortar) or 5(maxim, as they need to be on the front line) man teams as I feel they have a proper amount of durability right now.
Katitof is right in that these units are being shot at by anti-infantry units meant to deal with 6 man teams, but these are essentially 3 man teams with the received accuracy debuff. |
After some more time looking into this, I've noticed these units can still be targeted and killed after they stop moving.
I've also noticed crawling grens not providing LoS at all in some of my games, so it seems dead units and LoS are just completely unpredictable and unreliable. |
I don't see that as a problem with the current role of ostheer tier units.
Pz4 sits in a perfect spot right now as early dependable armour(especially after the jackson changes) that can hold off anything from early shermans to heavy tanks with vet and proper support and give time for your choice of call-ins.
Panthers are the alternative when you pick a doctrine without heavy tanks and this will be your only end-game viable armour or need speed over power. I only wish you weren't hamstrung by the massive MP costs to get it and as a result you see more tigers.
Ostheer units provide a level of overlap that I quite enjoy compared to most other factions. Skipping t3 would be entirely viable as you have PaKs, tellars, and Shrek Panzergrens for early armour. Even the 222 can fulfill light AA against recon planes.
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While I agree with your premise that ostheer tech costs are too much, I would prefer the units themselves remain as they are. With the current iteration of ostheer I find myself using nearly every non-doctrinal unit in the roster, including FHT and brummbars if the situation demands it. (Panzerwerfer needs love)
Your idea of a t2 start would also be more viable with just a price swap from battle phases to the tier buildings.
Edit: as for the StuG I would increase its range rather than pen, as keeping it alive is the problem. This would also allow it to get to vet 2 more often which offers a significant increase in fire rate. |