Kubel counterplay
Posts: 818
If they decreased the CP requirements on rifleman field defenses do 0 cps than i think all three abilities wouldd help alot in beating kubelwagens.
It makes sense that sandbags(volks get from the start) Fighting positions(REs get from the start) and Light at mines(AEs get from the start) could come at 0 cps since all the abilities are available vs the start. All three abilities would aid in the countering of kubel wagens by rifles
If OKW has to wait for 1 cp for a machine gun please give the USF their piles of dirt at 0 cps
Posts: 292
There are several other none doctrinal options in how to balance the Kubel vs. USF. Tweaking/cost increase of the M20 and make it available from T0 or increase range and damage of the AT nade are a few different things Relic could do.
Posts: 432
Posts: 4630 | Subs: 2
Kubels are weak against attacks from two directions, and cannot suppress units in green cover. Even rear echelons will damage a kubel enough that it has to cede ground.
Sumę, but kubel never appears alone. There are always stormpio. Kubel alone is easy to handle but with stormpio it s deadly combination. U need at least 3 rifle squad to counter it. As okw I can repel even 4-5 squads with kubel stormpio and volks. Just micro will enough
Posts: 158
It kind of hands the momentuum to the OKW player though
Posts: 818
Also irregardless of the kubel is it so hard to ask for 0 cps on a fricken sandbag ability
Posts: 8154 | Subs: 2
Posts: 824
Lost to this nasty double Kubel, close-to-front line Medic truck strat. How do I counter that? I am still learning to play as USF, but he pushes me back no matter where I go and base traps me at the start of the match.
Look at my playercard, I love to play as OKW, but even I have to say that the new Kubel is too good and needs a tweak.
Posts: 1617
Posts: 354
Posts: 1970 | Subs: 5
Building a fighting poistion at your cutoff also helps secure it.
It kind of hands the momentuum to the OKW player though
Yes I'm still trying to refine this a little bit. It helps very much, and if you think about it 240 mp kubel doesn't scale into late game, 125 mp fighting position also doesn't scale, but USf had to spend a little bit less (but it is static).
It breaks suppression for nearby rifles and of course the nades force kubel to keep moving so it cannot get its bonus.
It's map dependent and you have to get it up in time but positioned well it is very good I think.
It's a little strange as USF to have to turtle a little bit early game but once first USF vehicle comes out it will come down to micro and mine placement/sweeping etc.
Posts: 13
Building a fighting poistion at your cutoff also helps secure it.
It kind of hands the momentuum to the OKW player though
Why would the OKW player let you build a fighting position?
On many maps the first Kubel reaches the cutoff about at the same time as your RE.
Posts: 210
Posts: 971
Posts: 1158
Posts: 1221 | Subs: 41
It's obvious that new kubel needs a fuel cost to prevent early spam.
OKW still starts with 40 fuel so even with a high cost of 20 fuel each they could still get two straight off and then nearly have enough fuel for the third one by the time the manpower gathers up.
Mind, I do think the current Kubel performance warrants atleast 10f and they should also slow down the build time by like 15s to make the USF situation a bit more bearable.
As something of a hint, building tank traps while capping with rear echelons is useful because the RE squad can hide fully behind that green cover (rifles won't usually) and they fuck up with kubel pathing and truck pushing
Posts: 896
Yes I'm still trying to refine this a little bit. It helps very much, and if you think about it 240 mp kubel doesn't scale into late game, 125 mp fighting position also doesn't scale, but USf had to spend a little bit less (but it is static).
It breaks suppression for nearby rifles and of course the nades force kubel to keep moving so it cannot get its bonus.
I dont understand this part what exactly does it do to nearby rifle squads?
It's map dependent and you have to get it up in time but positioned well it is very good I think.
It's a little strange as USF to have to turtle a little bit early game but once first USF vehicle comes out it will come down to micro and mine placement/sweeping etc.
It basically destroys the game for USF because what little fun you had with infantry at the beginning of the game is gone. Now its stall until m20, he stalls until puma, you stall until sherman, and so forth.
Posts: 10665 | Subs: 9
This stupid thing has to be either op or up?
Sounds like the Grand Old Duke of York
Posts: 1221 | Subs: 41
I dont understand this part what exactly does it do to nearby rifle squads?
Same way any other building breaks it, you crawl inside and wait for the suppression to clear.
Posts: 896
This stupid thing has to be either op or up?
This whole high risk high reward faction is stupid in design and this unit is a perfect example. I dont think they will ever know how to get it balanced.
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