Riflemen eating Volks!
2 Jul 2014, 11:59 AM
#61
Posts: 1604 | Subs: 3
Nobody asks that for volks that are beating rifles. However a rifle squad should go out with at least some damage. Usually they survive with about 70%, that's too much given the mp cost. Rifles scale just as good as volks into late game with the upgrades.
2 Jul 2014, 12:12 PM
#62
Posts: 17914 | Subs: 8
vCoH 'balance reminders' are not relevant because:
- Oberkommando West does not have an (actually good) MG 42 team in T1
You have Kubel and USF is pretty much the only faction its usable against, so no excuse for MG. At 3 min mark you can get HMG34 or just stall a lil bit longer and get fusiliers or other doctrinal infantry.
- Volksgrenadiers actually could be Riflemen if it was a long range fight.
Volks costed 280 in CoH1, Rifles 270. Balance between them was basically same as balance between grens and cons.
Here, price difference is considerable.
- Volksgrenadiers had a good and cheap upgrade to help them stay relevent.
Pshrecks are there to ensure they scale extremely well into late game while AI infantry role gets shifted to doctrinal infantry and obersoldaten.
If you try to play against USF with volks only, without Kubel, you might just as well cover half of your screen and keep playing, thats how much you cripple yourself willingly.
2 Jul 2014, 13:09 PM
#63
Posts: 508
MP40 Volks weren't really that great anyway, unless you ambushed someone (at least in my experience).
I like the new Volks.
I like the new Volks.
2 Jul 2014, 13:18 PM
#64
Posts: 1617
Yep, volks are either AT platform or capping power, they have no other usefull role.
2 Jul 2014, 13:45 PM
#65
Posts: 17914 | Subs: 8
Yep, volks are either AT platform or capping power, they have no other usefull role.
And that is still one more role then conscripts have in late game.
2 Jul 2014, 13:52 PM
#66
Posts: 2115 | Subs: 1
And that is still one more role then conscripts have in late game.
They can fight lategame - provided they are vet 2 or 3. They just wont rape inf but they do alright.
2 Jul 2014, 14:07 PM
#67
Posts: 17914 | Subs: 8
They can fight lategame - provided they are vet 2 or 3. They just wont rape inf but they do alright.
That applies to volks even better as they get more and better vet bonuses.
2 Jul 2014, 14:10 PM
#68
Posts: 1617
And that is still one more role then conscripts have in late game.
Cons got 3 roles in late-game as well:
- Capturing team weapong, merging to keep the reinforcement's cost low.
- Capping, CQC if they have PPSHs + HTD, and with the dirty cheap molotovs and at-nades they are still worthy. They can also repair tanks as well.
Conclusion: Without proper doctrine they are only auxiliary units. With repairs and PPSHs they are still capable of fullfilling the role of main frontline unit.
Volks:
- As said before AT role and capping, salvaging.
- Crewing team weapons and stalling in heavy cover while doing extremely low damage in late-game.
Conclusion: In-late game their only job is stalling the enemy and providing soft AT support. Or they can cap around the map and avoid fighting.
Rifles:
- Working together with armor when properly equipped thus providing smoke, soft AT and hard AI support. They are capable of fighting off enemy units alone as well, in both offense and defense
- Capturing and holding territory in defensive stance and providing heavy suppresion fire.
Conclusion: In late-game they are still the USF's main frontline unit and can beat the enemy forces on their own.
2 Jul 2014, 19:34 PM
#69
Posts: 62
Meh, I find the main use of volks as bullet sponges. Even their AT is "meh" once you get it, just useful to stall until you have some REAL AT.
As a capping unit you have to run away from pretty much anything except an un-upgraded soviet engineer (presuming you don't land a good nade and the enemy doesn't).
I think it wouldn't be too bad if long range power was upped VERY slightly, at least a chance to prevail over the other inf. Right now they get annihilated at any range.
As a capping unit you have to run away from pretty much anything except an un-upgraded soviet engineer (presuming you don't land a good nade and the enemy doesn't).
I think it wouldn't be too bad if long range power was upped VERY slightly, at least a chance to prevail over the other inf. Right now they get annihilated at any range.
2 Jul 2014, 22:12 PM
#70
Posts: 665
Aren't they supposed to lose to rifles 1v1, what with being cheaper, not needing fuel investment to get AT and the OKW having a bevy of very strong AI infantry already? Volks are supposed to be fodder until they can support mid-game with shrecks.
And I never found them useless anyway. Plop them in cover, and they can easily support the Sturmpios and beat badly positioned rifles by themselves, and the grenade can get handy too.
And I never found them useless anyway. Plop them in cover, and they can easily support the Sturmpios and beat badly positioned rifles by themselves, and the grenade can get handy too.
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