Kubelwagon Idea's and Possible Improvements
Posts: 658
1. Movement Issues -Give the unit the ability to move like the Schwimmwagen from Coh 1. The way the unit moves now currently feels like the old whermacht motorbike in which it lunges forward first before being able to move backwards.
2. Veterancy - The XP requirements should be lowered. Currently it is impossible to get a Max vet Kubelwagon in a normal game. Why have a unit go up to vet 5 if it could never reach it?
3. Proper Role - Currently OKW have some issues with current Maxim Spam. Instead of nerfing the maxim (which is fine vs whermact) I would rather see the Kubelwagon lose its surpression(or gained later via vet) and become a counter to MGs. In Coh 1 flanking an MG with a Jeeps/Bikes could be used to counter MGs (at the very least do some damage) Currently if you flank an MG with the Kubelwagon it will tickle it while it sets up again.
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Posts: 604
To balance it, decrease its damage (at least while set up) and decrease its vision range to normal infantry levels. HMGs need a spotter to use their whole distance and so should the Kübelwagen. It should simply be a suppression tool with rather low damage.
Maybe also add a "Spähwagen" ugrade that gives it back its scout vision range, removes the setup BS and turns it into a pure damage/scout vehicle.
There could also be a HMG42 upgrade that increases its damage and suppression (available once you have a truck set up, like grenades). Mainly for scaling into the late game.
Or allow veteran crews to abandon the Kübel to become a HMG34-squad once you have 2 trucks set up. That way you can take the profit from keeping your Kübel alive for that long and move it onto a more durable platform (4 infantry are tougher than the Kübel once Bazookas/Vehicles appear).
Posts: 627
Light vehicle for early game map control which you can lose eventually and salvage for a bit of fuel. Lower pop cap than the same cost Volksgren squad so your income takes a smaller hit to offset the loss of your kubel at a later date.
Posts: 692
My take would be: Give it a front armor bonus while it is set up, as well as a range increase. So it would behave roughly like a normal HMG in both range and durability.
never going to happen unless you drastically nerf the kubel's speed
Posts: 950 | Subs: 1
the problem is, kubels are vehicles with a target size. this pretty much negates the entire accuracy penalty, and squads will still hit a kubel almost 100% of the time. having 4 armor helps this, but doesnt change the fact that a suppressed squad and an unsupressed squad deal almost the same amount of damage to the kubel.
Posts: 604
Posts: 332
The buff would be nice to use kubel as a unit to flank early MG's like how the M3 and 221 are used, it'd fill the role nice as Okw has no good early flanking light vehicle to get behind set up teams.
Posts: 647
a build order with 3x cons and 1x maxim, its really difficult to fight a combo of sturmpios and volks with kubel.
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Posts: 66
Posts: 66
Would be cool if a destroyed kubelwagen has a usable mg platform in the wreckage to be picked up by volks and to be used as an infantry crew mg, but given to how kubels die rather far into the lines, it would be giving the enemy a free mg.
oh wait, your idea is even better. i have another idea , what if small cars received reduced accuracy from small arms when they are moving/retreating so when your kubelwagen gets flanked it actually can retreat and not get killed unlike any other non-mobile hmg that should insta die as it is intended when flanked, kinda like movies when people cant shoot effectively to cars that are escaping. Of course that would mean nerfing kubelwagen accuracy when moving too.
Posts: 1439
No idea how to fix it. Instant suppression would be too strong same goes for better range.
Posts: 379
Posts: 100
Kubel is fine as is.
Light vehicle for early game map control which you can lose eventually and salvage for a bit of fuel. Lower pop cap than the same cost Volksgren squad so your income takes a smaller hit to offset the loss of your kubel at a later date.
It is definitelly not fine since it cant even espace M3 souct car which is stupid. So at least speed should be increased and for love of God pathfinding needs to be fixed.
Posts: 304
If it could skid-turn like a tank (unrealistic/impossible, I know) it might be better than having to try and do a three-point turn? Maybe even just make it faster to reverse or something, anything to let it get away fast enough to survive and be repaired.
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