Teamweaponcrews make to much dmg vs kubel
Posts: 2243
No flanking for okw with kubel
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There is no unit in game that would lose to kubel if positioned correctly(aka in any kind of cover).
Posts: 10
Kubel isn't exactly a counter to anything.
There is no unit in game that would lose to kubel if positioned correctly(aka in any kind of cover).
Not even a sniper?
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Not even a sniper?
Ok, I give you that one.
Posts: 249
Not even a sniper?
Only the soviet sniper, then. 1 unit in the entire game.
Kubel is fine where it is now.
Posts: 956
Only the soviet sniper, then. 1 unit in the entire game.
Kubel is fine where it is now.
Kubel can counter the UKF sniper as well but it's just a little harder to do so. Even if he get's a shot off, the 7.5-8s reload time is more than enough for it to go and mow down the Tommie and he needs at least 3 for a kill. Vet I's Crit shot will only damage the engine of a LV not stop it from firing.
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Posts: 3588 | Subs: 3
Kubel can counter the UKF sniper as well but it's just a little harder to do so. Even if he get's a shot off, the 7.5-8s reload time is more than enough for it to go and mow down the Tommie and he needs at least 3 for a kill. Vet I's Crit shot will only damage the engine of a LV not stop it from firing.
Just put it in a house with a Tommy squad. Ezpz.
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Posts: 17914 | Subs: 8
No other very light vehicle has problem zp push back mgs when it flank them
No other light is actual, unarmored, regular CAR either.
Kubel is recon and capper with a small dose of supporting fire/small dmg sponge for volks/spios, not flanker.
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Posts: 249
the real issue is that i cant transportt units so its the worst of the car units, that said its nice for early game combat, but vs teamweapons you're never gonna win head on
I don't suppose this is an issue considering its cost and timing?
Posts: 249
No other very light vehicle has problem zp push back mgs when it flank them
That is because all those other light vehicles are either more expensive, doctrinal, or both.
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Posts: 2243
This is the basic for every other faction
Posts: 282
Than give okw Nondoc anti Mg options.. Maybe a car which can carry a sqaud. Or sniper.. Or a t0 MG or mortar.
This is the basic for every other faction
I do unserstand why you say that but the OKW has an agressiv design. Nothing can be add at T0 and Volks already have incendiary nades which are meant to deal with stationary weapons such as HMG.
Micro properly your volks, spread them and use those nades to make them relocate or back early on. Then you can either use Luch or IeG to deal with later.
However the idea of adding a bit more armor to the kubel might be discuss, but I don't think it is a balance issue.
Posts: 17914 | Subs: 8
Than give okw Nondoc anti Mg options.. Maybe a car which can carry a sqaud. Or sniper.. Or a t0 MG or mortar.
This is the basic for every other faction
You have the options.
You choose not to use them.
ISG is not doctrinal.
Posts: 8154 | Subs: 2
The situation is pretty simple. Soviets crew are using the archaic Mosin dmg profile. 16 dmg with low accuracy. Accuracy doesn't matter against vehicles therefore they always hit.
You could make support weapon crew mosins do 8dmg and bump up the accuracy by 2x to keep up the same DPS.
Posts: 3423 | Subs: 1
No other very light vehicle has problem zp push back mgs when it flank them
How many other light vehicles cost 210 manpower and no fuel?
It also gets shared veterancy, and can cap points. Should be pretty clear that flanking an mg isn't it's job
Posts: 2358
It also gets shared veterancy, and can cap points. Should be pretty clear that flanking an mg isn't it's job
Remove the kubel MG then?
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