Kubelwagen - What to Do With Scaling...
Posts: 169
1. MG-42 upgrade - This upgrade could very well benefit the Kubelwagen in a number of ways. At a moderate cost of 30 munitions or so with needed tech of T1 or T2 it would help the Kubelwagen with increase suppression rate and maybe an increased range. It could help against the early blobs that can be seen earlier in the game that have no true counter. It could help T1 to be more viable as well.
2. Overdrive or Smoke - Probably the easier way of helping the Kubelwagen. Not something of my preference but will get the job done. When it will be available is questionable.
Not what you're looking for? Of course this is all a toss-up for anyone who thinks they have something better in mind. What do you have in mind for our early little car? Does it even need to be changed at all? Are there currently more pressing matters? *cough* PanzerII
Posts: 97
Posts: 249
Then again, it would be a vet 3 ability, and as it is right now, it is already tough to keep it alive until then!
Posts: 170
Posts: 187
Posts: 381
Does the kubel have a mind of its own? Does it chase after infantry that it sees (or are spotted for it) but manage to get away from its suppression? It seems like this happens even if you "set it up" by clicking and dragging to point it in a particular direction. I've lost a few because of this unexpected behavior.
Also when you use the "U" key(reverse) it seems to make kubel do forward donuts, never reverse donuts, just forward ones.
Posts: 1439
HP buff it received does make a difference.
Posts: 1248
Posts: 871
Kubelwagon is a very good unit but I agree its patching can be messed up at times and that gets it killed.
The HP boost has helped a lot but pathing is probably the biggest issue with it. I find pretty frequently when using right click to reposition its arc, that it starts driving in a random direction instead of the small movement that is needed.
Posts: 476
Posts: 246
Posts: 786
Posts: 2693 | Subs: 1
Then again, it is just a normal car. And cars don't generally do well driving through forests.
Posts: 1439
A range and/or sight range increase at a certain level of vet could maybe be enough, so it can stay further from the frontline (in case of only increased sight range it would serve as a great spotter like a vetted AC).
You get that at level 3 if I am not mistaken.
Posts: 2181
The pathing of the Kubel is so messed up because it has no crush, not even light. So if you try to move it across say, minks pocket, it will have to go around every bush and piece of wood. This makes the unit very slow and vulnerable.
Then again, it is just a normal car. And cars don't generally do well driving through forests.
They added light crush in a patch recently
Posts: 17914 | Subs: 8
A range and/or sight range increase at a certain level of vet could maybe be enough, so it can stay further from the frontline (in case of only increased sight range it would serve as a great spotter like a vetted AC).
Have you actually used its vet1 ability yet? No infantry will ever surprise you with it.
Posts: 3552 | Subs: 2
And it costs no fuel, so when it dies you can salvage it for a net fuel boost.
I pretty much plan on them dying because that will give me an early tech boost so long as they die where I can get to the wrecks
Posts: 1063
Posts: 1970 | Subs: 5
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.940410.696+6
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
10 posts in the last week
28 posts in the last month
Welcome our newest member, GiovannidfRoach
Most online: 2043 users on 29 Oct 2023, 01:04 AM