Kubel counterplay
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Posts: 971
Kiting infantry when your enemy only has 2 units in the map is too powerful.
Posts: 1604 | Subs: 3
Disabling reverse gear in kubel could be a good start, like vCoH bike.
Kiting infantry when your enemy only has 2 units in the map is too powerful.
The game engine doesn't allow that, moreover it would basically become a death sentence whenever 2-3 squads are charging the Kübelwagen.
Increase build time, add some fuel costs and then the unit is fine in my opinion.
Posts: 1221 | Subs: 41
The game engine doesn't allow that.
There was this thing called the Motorbike in coh1. For which the files are still even in coh2, though unused. There is pretty much zero reason for breaking non-reversing units, so why would they have?
Posts: 1604 | Subs: 3
There was this thing called the Motorbike in coh1. For which the files are still even in coh2, though unused. There is pretty much zero reason for breaking non-reversing units, so why would they have?
Ahh I might mixed that up with the fact that reversing is as fast as driving forward.
Yet still doesn't that heavily break immersion, when a car is unable to hit the R gear?
Posts: 210
It's obvious that new kubel needs a fuel cost to prevent early spam.
+ 10000000000000000000000000
Posts: 354
Posts: 41
Kubels actually suppress rifles efficiently even in green cover, 7/10 this tends to happen whenever I play. It gets ridiculous at times. And attempting to flank a Kubel with 2 rifle squads is also a challenge considering it can quickly move over to suppress the second rifle squad coming at it.
it happens with other mg aswell doesn't it ? green cover rarely saves you from suppression, often one guy just gets out and get everyone pinned, or the squad still get pinned with everyone in cover. This doesn't seem to happen as much with Axis squads due to smaller size ?
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Posts: 210
Any ways I just think that just being able to build rifles is fucking stupid while your opponent can build a rang of AT, support and Infantry units and this is the core problem in my a pinion
Posts: 41
The core issue here isnt the kubel its self, its usf unit structure. you notice no has a issue with the kubel when playing as soviets, as there are plenty of options to counter the kubel. USF T1 needs more than just riflemen. Maybe add a scout jeep like coh or move the m20 and put a higher price tag like 35-45 fuel.
Any ways I just think that just being able to build rifles is fucking stupid while your opponent can build a rang of AT, support and Infantry units and this is the core problem in my a pinion
i'm pretty sure soviets have issues with it aswell. It forces them to go m3, and even then it's rng based. Conscripts on the other hand have less dps than rifles so it's harder to kill this damn thing given how fast it is.
Even AT units often miss it. Seeing that thing get missed by several su76 or su85 shots in a row while stationnary is unfuriating, when m3 get hit almost all the time
Posts: 204
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As it stands, my first con/rifle frequently finds a kubel waiting for it like a bully on the way home from school.
Posts: 210
i'm pretty sure soviets have itssues with it aswell. It forces them to go m3, and even then it's rng based. Conscripts on the other hand have less dps than rifles so it's harder to kill this damn thing given how fast it is.
Even AT units often miss it. Seeing that thing get missed by several su76 or su85 shots in a row while stationnary is unfuriating, when m3 get hit almost all the time
its still better opitions than just throwing more rifles at It!
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Posts: 133
Posts: 665
Ahh I might mixed that up with the fact that reversing is as fast as driving forward.
Yet still doesn't that heavily break immersion, when a car is unable to hit the R gear?
You're talking about a game where tank combat happens at 50 meters and snipers can turn around, go prone and land a headshot in 2 seconds without fail.
Personally, the no reverse thing seems a bit much. It means it's pretty much always boned if compromised, especially with this game's pathing. I'm up for a fuel cost and an acceleration OR sight range decrease.
Posts: 2396 | Subs: 1
Posts: 2181
There was this thing called the Motorbike in coh1. For which the files are still even in coh2, though unused. There is pretty much zero reason for breaking non-reversing units, so why would they have?
Doesnt the maxim use the bike turning plan?
Posts: 934
Minsk, Langres North and Crossing North (lesser extent) are all extremely difficult to win.
I am done with trying to figure it out as I have tested eveyrthing. The only possible viable options on open cut off maps is:
- Rifle Company - Ensure your vet 1 rifle is the unit that does not get suppressed and you can force the kubel to instantly pick up due to threat of AT nade. Lose this early key engagement and its all but game over.
- Mechanized Company - Roll out with the 1CP jeep and attack move as soon as possible into the Kubel before they get a panzershreck (lucky if they don't have one anlready).
I am done with this shit now. To many assholes are abusing it, especially the bad mannered people within the community. Hate seeing these numb skulls getting easy wins.
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