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russian armor

Assault Grens early game OP - balance suggestion

7 Jan 2021, 16:13 PM
#41
avatar of Fire and Terror

Posts: 306

jump backJump back to quoted post7 Jan 2021, 16:12 PMPip


The scout car/Clown Car helps to deal with AssGrens as well, given their lack of snares. This does require that you've gone tier one of course.


good thing one knows the opponent goes for ass grens when the game starts

nonsense argument, reacting to ass grens with clown car is way too late

not to mention obvious drawbacks in the at department
7 Jan 2021, 16:20 PM
#42
avatar of proletariat

Posts: 21

jump backJump back to quoted post7 Jan 2021, 16:12 PMPip


The scout car/Clown Car helps to deal with AssGrens as well, given their lack of snares. This does require that you've gone tier one of course.

M3 is a clumsy fuk that has 0 scaling into mid-game and requires extreme early success to justify its use, often relying on circumstance and not getting stuck on a bush...
Pip
7 Jan 2021, 16:33 PM
#43
avatar of Pip

Posts: 1594


M3 is a clumsy fuk that has 0 scaling into mid-game and requires extreme early success to justify its use, often relying on circumstance and not getting stuck on a bush...


This is true, of course. Given it's price and early game utility against these sorts of units, it's still good during it's window.

7 Jan 2021, 16:41 PM
#44
avatar of proletariat

Posts: 21

jump backJump back to quoted post7 Jan 2021, 16:33 PMPip


This is true, of course. Given it's price and early game utility against these sorts of units, it's still good during it's window.



nah
8 Jan 2021, 04:49 AM
#45
avatar of ZeroZeroNi

Posts: 1563



Players at different levels have different levels of competence at executing tactics and using units. A unit that is easily countered at rank 2000 may not be at rank 100 simply because other players at rank 2000 don't know how to use that unit at all. Snipers are a good example of this.

That said, I dont think rank is necessary in giving good points, opinions or advice, but it can be an additional indicator of your competence.
This was more of a jab to people who always like to bring up rank.
10 Jan 2021, 04:47 AM
#47
avatar of forgotmyoldaccount

Posts: 6

I just want the sprint on a unit that's carrying dedicated close assault weapons and doesn't announce itself to cost equal to or more than cons sprint.
12 Jan 2021, 16:56 PM
#48
avatar of Dharx

Posts: 83

While I believe Assgren are not problematic (they just put some extra strain on SOV in the early game, which is something you need to deal with when facing OKW anyway), I dislike how they promote bad habits and cheesy builds at lower ranks. It's way too easy to punish new players with just Assgren rushes + MG44 into Pgren, which has mutiple bad consequences. The allied players feel bad because they feel like they have no way to compete (especially SOV), which probably causes some unnecessary attrition among new players, which is bad for the playerbase as a whole. The axis players don't learn to play properly with snares and using cover. The axis players also rely on winning the game almost right away, so they do not learn how to micro in the late game.

This is hard to fix without butchering Assgren as a consequence, but perhaps it could be looked int owhen commanders are finally reviewed. PPSH cons could be rebalanced and made available at 0CP too to counterweight them for example, this would target only the SOV/OST matchup, which is the only problematic one.
15 Jan 2021, 02:44 AM
#49
avatar of agustinveinte

Posts: 38

Sprint is pretty much only thing that allows them to get into combatrange effectively. With pretty bad ra (if i remember correctly) and weaponry only ever good at pointblank range, they require something, as they dont have storms smoke, ass sections wp, durability of shocks. Increasing cooldown of the sprint would be reasonable if something should be changed about it.


You're lucky if you don't lose 2 models before you arrive (which leaves them as useless as a squad of pioneers). Although I must admit that they are much better than they were a few years ago.
15 Jan 2021, 04:30 AM
#50
avatar of GGnore

Posts: 76

Why has no one mentioned that ass grens cant build bunkers ?? vipper hang your head in shame

Why can asstommys build sandbags ? that's quite a defensive instrument for a "ass" squad

Why can riflemen with .75 moving accuracy for attacking build sandbags at 0cp with a doctrine while grens the most defensive mainline have to wait till 2 cps ??

Who knows

Will these inconsistency's be fixed, probably not.
15 Jan 2021, 13:56 PM
#51
avatar of KoRneY

Posts: 682

Assault grens can build bunkers.
Pip
15 Jan 2021, 15:21 PM
#52
avatar of Pip

Posts: 1594

jump backJump back to quoted post15 Jan 2021, 13:56 PMKoRneY
Assault grens can build bunkers.


Yeah, people were complaining about it the other day in a thread.
15 Jan 2021, 17:23 PM
#53
avatar of GGnore

Posts: 76

Oh your right I could of sworn they couldn't in the past.

15 Jan 2021, 17:43 PM
#54
avatar of DerKuhlmann

Posts: 469

Put sprint behind battlephase 2 upgrade?
15 Jan 2021, 17:50 PM
#55
avatar of Pedro_Jedi

Posts: 543

Put sprint behind battlephase 2 upgrade?


That would make the ability useless. Better just remove assgrens then, or give them smoke
15 Jan 2021, 18:26 PM
#56
avatar of IntoTheRain

Posts: 179

Gonna jump onto this bandwagon after playing them a bit yesterday.

Sprint gives you an 'I win' button for every early engagement, and the Assault Grens + MG42 give the opponent a lot of problems to contend with early on. (and many chances for mistakes) Sprint being dirt cheap and no LMGs to buy meant I had a ton of munitions for extra Tellers. PGrens give you another monster squad, and the fast 222 shuts down the fast LVs that normally punish snareless builds. The whole build rapidly snowballs into a fast Ostwind to close it out.

The build just gives an incredible amount of tempo and map pressure without slowing your tech down at all.
18 Jan 2021, 11:59 AM
#57
avatar of Serrith

Posts: 783

jump backJump back to quoted post15 Jan 2021, 04:30 AMGGnore


Why can riflemen with .75 moving accuracy...


Just a correction- riflemen(M1 garand) on the move have only 60% accuracy as well as a 25% cooldown INCREASE which altogether translates roughly to ~55% dps on the move.

As a comparison, penal(svt40) on the move have 50% accuracy but a 25% cooldown REDUCTION which altogether translates roughly to 53-58% depending on range.


This is a bit better than standard bolt actions which have usually between 40-50% dps on the move, but worse than smgs which are usually around 75% dps on the move.



18 Jan 2021, 18:29 PM
#58
avatar of Reverb

Posts: 318

assgrens and assengies both have 'ass' in their name
why would anyone build a unit that is ass?
18 Jan 2021, 18:32 PM
#59
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post18 Jan 2021, 18:29 PMReverb
assgrens and assengies both have 'ass' in their name
why would anyone build a unit that is ass?

To clap cheeks.
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