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Are kubelwagens OP

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12 Sep 2014, 05:02 AM
#1
avatar of Jinseual

Posts: 598

With the vehicle pathing improvement as well as the more narrow but longer arc, the kubelwagen feels a lot more useful than before. The kubelwagen still is very vulnerable to small arms fire but it can pin and get away a lot easier now. It's still pretty vulnerable to M3 scout cars and maxims which is fine, but I hear people complaining about the thing being to OP against Americans. Perhaps Relic should make the M9 bazooka more accurate?

Who thinks the kubelwagen needs a fuel cost or are they ok now?
12 Sep 2014, 05:27 AM
#2
avatar of Abdul

Posts: 896

Relic over buffed that unit for its role and cost. Now you see people spending their whole first 5 minutes of the game just microing that unit and getting kills and map control.

Relic should have fixed the pathing issues first then checked its performance before over buffing it like they did with this patch.

Now it has the best performance of any early vehicle and cost 0 fuel. Introducing a fuel cost would be better but will not fix the problem. Because right now its so good you can gain back the fuel investment in no time with the easy map control you get from using it.
12 Sep 2014, 05:34 AM
#4
avatar of braciszek

Posts: 2053

I dont see USF using smoke often enough... just the regular charge in riflemen with BARs in hand.
12 Sep 2014, 05:47 AM
#6
avatar of DietBrownie

Posts: 308

I dont see USF using smoke often enough... just the regular charge in riflemen with BARs in hand.


Smoke... really? It's not a normal MG unit. Just reverse away...
12 Sep 2014, 05:51 AM
#7
avatar of braciszek

Posts: 2053



Smoke... really? It's not a normal MG unit. Just reverse away...


... "Normal MG units" can unpack and redeploy elswhere safely as well... disabling a unit's purpose is countering it...
12 Sep 2014, 05:52 AM
#9
avatar of Abdul

Posts: 896



... "Normal MG units" can unpack and redeploy elswhere safely as well... disabling a unit's purpose is countering it...


which does not happen with kubel because it does not need to setup and will continue to suppress.
12 Sep 2014, 05:54 AM
#10
avatar of braciszek

Posts: 2053

jump backJump back to quoted post12 Sep 2014, 05:52 AMAbdul


which does not happen with kubel because it does not need to setup and will continue to suppress.


Shoot more smoke.
12 Sep 2014, 05:55 AM
#11
avatar of Porygon

Posts: 2779

jump backJump back to quoted post12 Sep 2014, 05:51 AMAbdul




Why do we have those 2 troll comments in a balance thread. They serve no purpose except to make fun of other peoples' opinions.


So saying a car made with tissue paper OP is fine, disagreeing is trolling.
Really love Allies _______ logic.


Maxim with six men, good survivability, super fast setup and rotate speed, is fine.
A Maxim on wheels, still suffering pathing issues, no scaling at all, 2 secs setup time, can't sustain long range fire for even 4 seconds, is OMFGIMBAOVERBUFF.

Love it.
12 Sep 2014, 05:55 AM
#12
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post12 Sep 2014, 05:55 AMPorygon


So saying a car made with tissue paper is OP is fine, disagreeing is trolling.

Really love Allies _______ logic.


*cough*current M3 and WC51 threads*cough*

As you can see, everything have an origin(yea, EA, you wish huh).
12 Sep 2014, 06:01 AM
#13
avatar of DietBrownie

Posts: 308

Kubels are just going to be one of those units that is going to remain stupid until some time. The same thing happened to the M3 Scout Car. Relic keeps adding T0-T1 vehicle units that are too powerful for the first few minutes.

Hey guys! Let's introduce a vehicle into a faction where it requires the player's stupidity or the opponent's luck for it to be destroyed! (<-------- Mainly M3)

The problem is that if Relic decides to remove the kubel then the early game OKW infantry are going to be obliterated by the allies infantry. Well, they can replace the kubel with the mg34 but knowing relic's previous history they won't do that. So it will probably be nerfed.
12 Sep 2014, 06:03 AM
#14
avatar of DietBrownie

Posts: 308



Shoot more smoke.




I rather use shocks in m3s!
12 Sep 2014, 06:06 AM
#15
avatar of DietBrownie

Posts: 308



... "Normal MG units" can unpack and redeploy elswhere safely as well... disabling a unit's purpose is countering it...


If the MG42 or MG34 are forced to unpack, it takes for more time for those two to unpack and pack again then for the kubelwaggen to reverse and drive left or right of the smoke. If you manage to really damage the kubels, it can reverse away to safety (Now it can, previously it couldn't), where as a MG is most likely going to die.
12 Sep 2014, 06:09 AM
#16
avatar of braciszek

Posts: 2053

Kubels are just going to be one of those units that is going to remain stupid until some time. The same thing happened to the M3 Scout Car. Relic keeps adding T0-T1 vehicle units that are too powerful for the first few minutes.

Hey guys! Let's introduce a vehicle into a faction where it requires the player's stupidity or the opponent's luck for it to be destroyed! (<-------- Mainly M3)

The problem is that if Relic decides to remove the kubel then the early game OKW infantry are going to be obliterated by the allies infantry. Well, they can replace the kubel with the mg34 but knowing relic's previous history they won't do that. So it will probably be nerfed.


Because Trollic. They saw that the M3 was SO balanced, that they decided to add in TWO more vehicles as the first units arriving on the field (dodge truck situation vastly improved, though).

But seriously, shooting smoke at everything that twitches is pretty frustrating for the Axis enemy, and the LMG meta is supposed to be dying out. Smoke allows you to gain ground to perhaps enter a building, get into better cover, or to hide in when capping (late game shock troopers of mine are always forced to be this fodder since i will never build conscripts)

I know its supposed to be a joke, but shocks in an m3 will always kill a kubelwagen, and USF doesnt have shocks/m3's, so...

I guess players would rather rush in with their riflemen and expect to win. Thats how USF counters mg's..

Regardless, smoke counters the kubel. You get suppressed; you smoke it. It cant escape every time.
12 Sep 2014, 06:26 AM
#17
avatar of Porygon

Posts: 2779

Well, saying the truth, Kubel is the most high risk/skill/reward ratio units in COH2 now, I like its design.
A little mistake or the driver have some issues with pathing, it's smoked.

You can bait him easily into trap, both Soviet and USF can do it.
12 Sep 2014, 06:51 AM
#18
avatar of Kreatiir

Posts: 2819

Its a joke in early game.
I think its too strong because the mobility.
The setup time should be longer, its too easy to relocate.
12 Sep 2014, 06:52 AM
#19
avatar of zarok47

Posts: 587

If you hit the kubel with the smoke cannister it gets some sort of slow down debuff, making it easier to attack.
12 Sep 2014, 06:53 AM
#20
avatar of HFSzsoci

Posts: 119

jump backJump back to quoted post12 Sep 2014, 06:26 AMPorygon
Well, saying the truth, Kubel is the most high risk/skill/reward ratio units in COH2 now, I like its design.
A little mistake or the driver have some issues with pathing, it's smoked.

You can bait him easily into trap, both Soviet and USF can do it.


I agree with this 100%...

Kübel CAN reverse, yes, but the maxim/m2 hmg not, they have instead the retreat button, with 0.4 received accuracy bonus, not bad, yeah? I can micro my units most of time Ok level, but i rare lost my whole mg teams(especially the 6 member maxim), but with a kubel, one little mistake, and my wheeled baby mg gone... Kübel is fine at it is, high risk/high reward supress-harass tool, who needs babysitting, and proper timing, planing, micro.
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Willy Pete: I havent even seen a pershing yet. Coh3 games still move too fast for it lol
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Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
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Last Tuesday, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
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21 Feb 2025, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
21 Feb 2025, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
20 Feb 2025, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
20 Feb 2025, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
20 Feb 2025, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
20 Feb 2025, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
20 Feb 2025, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
19 Feb 2025, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
19 Feb 2025, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
19 Feb 2025, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
19 Feb 2025, 10:24 AM
aaa: 2 cheaters in 3 days. MH and DH
19 Feb 2025, 09:57 AM
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18 Feb 2025, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
17 Feb 2025, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
14 Feb 2025, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
14 Feb 2025, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
14 Feb 2025, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
14 Feb 2025, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
14 Feb 2025, 22:57 PM
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14 Feb 2025, 22:57 PM
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Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
14 Feb 2025, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
14 Feb 2025, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
14 Feb 2025, 15:16 PM
SupremeStefan: They should make dlc separataly for axis and alies
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Willy Pete: Have they shown the actual trees yet for the new commanders? Skimmed through the deep dive today, didnt see em
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Rosbone: Big Tonk boners incoming :hansGASM:
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donofsandiego: Probably not
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