[Feuersturm] MP40 and Hetzer
Posts: 3114 | Subs: 2
Posts: 148
costs only 45munnies
you have still option to go stgs
you have 20fuel healing from this doctrine
on some maps theyre very good unit, basically you can just select this doctrine just for the medtruck and have like one mp40 volks to use them like cav riflemen
also mp40 volks still have snares
tho making mp40 stock could be good but exchanging it for stg44 is ultrastupid idea
imo feuersturm is good doctrine, the only problem is flamer disables sweeper option on spios
Posts: 13496 | Subs: 1
mp40s are good as they are now, its fairly quick upgrade that gives you nades and smokes with very good cqc dps
costs only 45munnies
Not really since assault Grenadier, Assault engineers, Assault infatry section are all available from CP 0 at no MU cost. Making them an separate unit would be allot more useful.
Posts: 148
assgrens dont have nades smokes and snares, same with assault sections
at least from the start
they are also more expensive
Posts: 148
but i think it still wouldnt be worth getting cuz you p4 timing would be rather trash, and okw timings are already bad
Posts: 4474
Cav riflemen are 1CP and 70 munnies to upgradethe 70 mun are for the thompson, they start with smg all the same
assgrens dont have nades smokes and snares, same with assault sections
at least from the start
they are also more expensive
Posts: 13496 | Subs: 1
Cav riflemen are 1CP and 70 munnies to upgrade
assgrens dont have nades smokes and snares, same with assault sections
at least from the start
they are also more expensive
10 manpower to buy is cheaper than 45 munition to upgrade...
VG do not have snare and grenades from the start either...
Posts: 88
Posts: 282
Allow Hetzer to start with a normal AT main gun, make it similar to the Stug, but with more maneuverability, similar range, higher fuel/MP cost and no longer requires Panzer Authorization (just need to set up the flak truck). Then make the flame gun an upgrade.
I'm not sure people would use the flame ^^
Posts: 148
Allow Hetzer to start with a normal AT main gun, make it similar to the Stug, but with more maneuverability, similar range, higher fuel/MP cost and no longer requires Panzer Authorization (just need to set up the flak truck). Then make the flame gun an upgrade.
okw have jp4 for that purpose, hetzer is just useless addition cuz you just cant make it cuz of faction design
non upgraded cav rifles are quite bad
mp40 volks can be fielded faster, can build sandbags, are cheap, upgrade is cheap, great utility no other cqc units have as much utility as mp40 volks, you can upgrade them like already in 4th minute mark
idk why they should be seperate unit at any point
Posts: 13496 | Subs: 1
okw have jp4 for that purpose, hetzer is just useless addition cuz you just cant make it cuz of faction design
non upgraded cav rifles are quite bad
mp40 volks can be fielded faster, can build sandbags, are cheap, upgrade is cheap, great utility no other cqc units have as much utility as mp40 volks, you can upgrade them like already in 4th minute mark
idk why they should be seperate unit at any point
read post 14
Did you find any reason why IS become a separate unit?
Posts: 148
Posts: 88
If Hetzer keeps the flame gun when built then its timing needs to be improved, since it can't do anything to tanks.
For MP40 Volks, I would remove the option to build sandbags and give them a sprint ability for 10 munitions.
Posts: 148
Posts: 1217
1. No ability to circle AT guns like the KV 8.
2. No necessity to go for the unit since the Panzer IV does the AI job just as well and arrives 50 fuel later (= 2 mins). Thus I voted that the timing should be improved.
3. You renounce the biggest power spike OKW has: The fast Panzer IV.
4. Low HP pool for a flame tank. If you are unlucky the Hetzer will go down with 4 shots.
Posts: 282
Posts: 607
According to coh2db.com/stats anyway.
Posts: 785
As for MP-40 volks, I think making them a separate unit might be a good idea, with some veterancy allowing them to use their grenades more rapidly.
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