I love the units, but this choosing between units will really mess with the way I would play as this faction. The choices I would most often make are:Light AssaultSummary: Enables the production of Marksmen and MG teams. When you active LA, the FlaK 38 and Ofenrohr Truppen are disabled.Heavy AssaultSummary: Allows to enable the production of Stormpioniers and Troop Halftracks. When you active HA, PaKs 40 and 75mm ISG teams are disabled.Panzer AssaultSummary: Allows the production of Panthers and StuG IIIs. Disables the production of Marders and Brummbärs.Those are the ones that would fit my play style, but the major problem being is I would have no AT capabilities until late game. Now I know that's mostly my fault because of my choosing, though still feel like that is an issue that should be addressed.
OSTHEER IS DONE WHEN IT'S DONE!
that's the point - those pools are switchable. if you need AT, you switch to second pool. I guess OH units will be really strong, as far I can see. Player will have to pay more to get them, but in fact they are going to be really good in what they are designed for.
Quote from: cephalos on March 24, 2011, 04:42:38 PMthat's the point - those pools are switchable. if you need AT, you switch to second pool. I guess OH units will be really strong, as far I can see. Player will have to pay more to get them, but in fact they are going to be really good in what they are designed for.Well, I didn't realize that it might be switchable in game, if so, I am much more forgiving of having to choose. I could work with that, as long as all units are available to the player at some point, though switching would be an inconvenience. However, if one is not able to switch back and forth, then my complaint still stands.
Light Assault...Heavy Assault...Panzer Assault...fit my play style, but the major problem being is I would have no AT capabilities until late game.
Hi guys, The Tech Tree Development/Production issues shouldn't cause a problem for the Ostheer In fact its the other way around.1. Neutral units ("default units" for preference) are the reason.2. Production Buildings Sovs=Ost (4 each). 3.The Sovs have two neutral units ingenery and conscript, (I ignore the Com Sqd). 4.Ost has 6 or 7(SK18 HT?)neutral units: HQ: pio; T1: lanser (LSW); T3: PF, Luchs AFV, CS unit; T4: P3j AFV. (Looks like a PE wetdream to me)5. Any building not engaged in R&D or Switch can produce. Maybe switch cost or recharge could be a problem; but I doubt it.6. In a crisis you could abort all R&D and pop out 1 INF, 1Recce Tank, and 1 MBT. If you can't make a Kampf Gruppe out of that you should stick to Freecell.7. I think the SK18 is a neutral unit? If so you get AFV (builder,capper) with regen ability for the cost of 1 upgrade. The Sovs build T1,T2,T4 and get a good Humor Truck with regen ability.8. Should production actually a problem the counter is to "Race for the Oilfields" with your 2 neutral unit AFV cappers. The Sovs don't even have an AC (with or without capping ability). This is a race you can win.To be fair Pierre there's weakness there! But not for the Ostheer.Quote from: skycaptain_p40 on March 24, 2011, 10:30:54 AMQuoteLight Assault...Heavy Assault...Panzer Assault...fit my play style, but the major problem being is I would have no AT capabilities until late game. The short answer to you question is to come up with counters from among your neutral units.The long answer: I would not criticize your play style. Its your game. You are familiar with Rock<Paper<Scissors? See my Signature for EF below. Every unit in the game has a role and an ability. In this role your unit will counter an enemy unit E1's ability and in turn be countered by E2's ability. That is E2's role. In EF there are many role/counters. and even more counters than there are roles. Some times units abilities/roles are equal. VG(4m squad 4R role:infantry) VG=Ingen(4mSqd, 4R role:builder).Upgrades can change this balance: VGmp5>Igen, VGmp5<Igen rokP4d<M4=P3n <P4g<T34/76<=P3L<T34/85<=LL M4<ISU2<=P5g is the r<p<s shorthand for your play style (T4 -)AFV . I know some people will disagree with my assessment, but let it go, that's not the point here.1 I would categorize your Tech Tree Development Strategy as a SPAM Strategy IE overpower your opponent with so many units with one role that their more balanced OB is incapable of easily countering it/them. Their Strategic Development Plan will go to Hell, micromanagement issues will result in the loss of critical units, etc. You will have broken their focus and gained the initiative. If you have mastered the other aspects of the game you will win against all but the most sophisticated players. NUFF SAID!Footnote1. In particular M4 doesn't even appear in EF1.xxx Sov at all. There is a technical nomenclature glitch (playbalance) that hasn't been apparent yet because Players have a aesthetic historical relevance related aversion to deploying LL M4. The EF Community will eventually resolve it, or not. At present the Development Team's energy is focused elsewhere. e.g. EF2.0 Ostheerwhich will be a complete stand alone Mod. When you notice a catfight in the threads chances are its a flaw the Development Team hasn't gotten to yet. Enigma