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Idea about guards

16 Oct 2014, 02:31 AM
#1
avatar of astro_zombie

Posts: 123

What if they spawned with no PTRS but with all SVTs. Then, you had to pay for both dp28s and PTRS.

Or even just leave them as mosins, but make the models use SVTs. I just feel that lategame the PTRS is useless and I wish they'd just have another two rifles.

thoughts?
16 Oct 2014, 02:34 AM
#2
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
make penals. problem solved
16 Oct 2014, 02:58 AM
#3
avatar of Hon3ynuts

Posts: 818

Allow them to upgrade to 6 mosins :snfCHVGame:

16 Oct 2014, 03:04 AM
#4
avatar of NinjaWJ

Posts: 2070

Yeha PTRS has no use after light vehicles. I actually wish my Guards dropped their PTRS
16 Oct 2014, 03:05 AM
#5
avatar of braciszek

Posts: 2053

Give Guards ability to holster their PTRS.
16 Oct 2014, 03:11 AM
#6
avatar of NinjaWJ

Posts: 2070

Give Guards ability to holster their PTRS.


Interesting, although i don't think it is very realistic. It would be a cool feature though. We could give them additional setup time in exchange for carrying a rife and holstering the PTRS
16 Oct 2014, 03:23 AM
#7
avatar of Cabreza

Posts: 656

Another alternative would be to cut the number of PTRS rifles the squad gets down to 1 but double the dps on the PTRS. It isn't like blobs of guards would suddenly start countering medium tanks.

Could even give the PTRS a bit more AI capability (particularly vs units in cover) to make up for the fact that shrecks and bazookas probably kill more soldiers than PTRS rifles atm.
16 Oct 2014, 04:08 AM
#8
avatar of What Doth Life?!
Patrion 27

Posts: 1664

I've posted this roughly one billion times but here goes again:

Make Guards an analogue to Panzergrenadiers. Spawn with six Mosin Nagants so each model can actually do damage while moving. Dp-28 upgrade grants them button and PTRS can be buffed and not suck so bad.

This way if you choose a Guard commander and your opponent doesn't make light vehicles they aren't junk and they stop dropping weapons every five seconds.

I also think they should be able to attack ground with the PTRS to break down stone walls and medium cover.
16 Oct 2014, 04:13 AM
#9
avatar of braciszek

Posts: 2053

jump backJump back to quoted post16 Oct 2014, 03:11 AMNinjaWJ


Interesting, although i don't think it is very realistic. It would be a cool feature though. We could give them additional setup time in exchange for carrying a rife and holstering the PTRS


Sturmpioneers can put away a minesweeper somehow, so strong Soviet backs could probably carry a PTRS while shooting a rifle. AI is as valuable to Guards as to sturmpioneers (while their AT is not valued at all... For obvious reasons).

Perhaps a drawback, but there really is no need.
16 Oct 2014, 05:53 AM
#10
avatar of Mr. Someguy

Posts: 4928

In theory you could add a second 'ghost' weapon to the PTRS that fires a separate invisible rifle bullet that functions similarly to a normal rifle.
16 Oct 2014, 06:00 AM
#11
avatar of Katitof

Posts: 17914 | Subs: 8



Sturmpioneers can put away a minesweeper somehow, so strong Soviet backs could probably carry a PTRS while shooting a rifle. AI is as valuable to Guards as to sturmpioneers (while their AT is not valued at all... For obvious reasons).

Perhaps a drawback, but there really is no need.


Well, AI is so important for guards that they have lost their light AT effectiveness from the description in game and current one says they are effective against infantry, so yea, optional PTRS would be awesome.
16 Oct 2014, 06:01 AM
#12
avatar of Nadzinator

Posts: 50

What if they spawned with no PTRS but with all SVTs. Then, you had to pay for both dp28s and PTRS.

Or even just leave them as mosins, but make the models use SVTs. I just feel that lategame the PTRS is useless and I wish they'd just have another two rifles.

thoughts?


I've somewhat found the opposite to be true. Late game, a pair of vetted Guards that still have their guns (and DPs) can take on heavier armor by taking turns buttoning it. And with flanking, the damage after a solid buttoning can be severe.

It's in the early game where I get frustrated. Early Ostwinds, Panzer II's and the like still hit the Guards hard even when buttoned (especially after button got nerfed) and the Guards usually get annihilated. And in early game you may not have enough Guards, veterancy, and munitions to effectively repel such vehicles. It's really rough.
16 Oct 2014, 06:22 AM
#13
avatar of ElSlayer

Posts: 1605 | Subs: 1

Late game, a pair of vetted Guards that still have their guns (and DPs)

Why talk about nonexistent things? :D
16 Oct 2014, 08:23 AM
#14
avatar of Nadzinator

Posts: 50


Why talk about nonexistent things? :D


Good point!

Has anyone had any luck pairing Guards with Penals? Is it effective to button with Guards and hurl a satchel charge at an Ostwind or Panzer II? Obviously armour and an AT gun would be better, but in absence of those things, is this a reliable counter?
16 Oct 2014, 08:35 AM
#15
avatar of zingfreelancer

Posts: 42

Just make PTRS effective vs infantry. In theory PTRS is a rifle, just like a mosin, it simply fires a high velocity armor penetrating shell. Just like a 50 cal sniper?
16 Oct 2014, 09:17 AM
#16
avatar of The amazing Chandler

Posts: 1355

They drop to many weapons. All other units in the game drop only the upgradeble weapons. So make the drop only the DPs and not the PTRS rifles.
16 Oct 2014, 09:31 AM
#17
avatar of ComradeRazor

Posts: 8

Just make them spawn with only mosins and 2 separate upgrades DP and PTRS and buff PTRS , and this make them better , much better.
16 Oct 2014, 09:50 AM
#18
avatar of Brachiaraidos

Posts: 627

Good point!

Has anyone had any luck pairing Guards with Penals? Is it effective to button with Guards and hurl a satchel charge at an Ostwind or Panzer II? Obviously armour and an AT gun would be better, but in absence of those things, is this a reliable counter?


No dice I'm afraid.

Button no longer lasts long enough or does enough actual stun to allow for anything to connect. IL2 bombs, satchels (unless thrown pre-emptively... who let you do that?), artillery strikes. All take too long to arrive.

Couple that with the fact that button just took a huge nerf and does not even stop tanks firing any more (asymmetrical balance kappa) it's a waste of time and penals.

Seriously, though, this is the biggest thing that pisses me off about guards. They have to be bought in, suck in general, buy their DP's, and pay for every button. Oh my gawd, button makes German armour ever so slightly vulnerable!? Soviets have an option to make german tanks worry about getting close to infantry, even if it's super easy to cancel by accident and has a finite range and still allows moving and pivoting? NERF NERF NERF NERF AXIS TEARS 2 STRONK

Oh, sorry, what was that? Axis have target weak point? An ability that acts like button in every way, but is better in every single way, and is even scarier to soviet tanks? They're soviet, they're meant to die, asymmetrical balance gotta keep it forever.

What the hell were the balance team smoking? Axis are allowed a button that does the damage of the AT gun firing it (or tiger ace), allows no motion at all compared to button's restricting it, denies the tank firing (now better than button, previously the same), cannot be canceled by issuing further orders (better than button), can't be stopped by killing or retreating the squad (better than button), and can't be stopped by driving out of range (better than button), and can't be stopped with a much cheaper and very common doctrinal ability for smoke launchers that just let the axis player ignore all threats and get a free 20 munition advantage over their opponent every time? And BUTTONING gets nerfed?
16 Oct 2014, 11:02 AM
#19
avatar of MarcoRossolini

Posts: 1042

^^
Amen

Once upon a time I was able to go an infantry only strategy with vetted guards and have a chance of winning. Now it's tanks or you're dead.

The difference between German and Soviet AT capabilities is hilarious.
16 Oct 2014, 11:18 AM
#20
avatar of MoerserKarL
Donator 22

Posts: 1108

Give Guards ability to holster their PTRS.


Good idea! :)





No dice I'm afraid.

Button no longer lasts long enough or does enough actual stun to allow for anything to connect. IL2 bombs, satchels (unless thrown pre-emptively... who let you do that?), artillery strikes. All take too long to arrive.

Couple that with the fact that button just took a huge nerf and does not even stop tanks firing any more (asymmetrical balance kappa) it's a waste of time and penals.

Seriously, though, this is the biggest thing that pisses me off about guards. They have to be bought in, suck in general, buy their DP's, and pay for every button. Oh my gawd, button makes German armour ever so slightly vulnerable!? Soviets have an option to make german tanks worry about getting close to infantry, even if it's super easy to cancel by accident and has a finite range and still allows moving and pivoting? NERF NERF NERF NERF AXIS TEARS 2 STRONK

Oh, sorry, what was that? Axis have target weak point? An ability that acts like button in every way, but is better in every single way, and is even scarier to soviet tanks? They're soviet, they're meant to die, asymmetrical balance gotta keep it forever.

What the hell were the balance team smoking? Axis are allowed a button that does the damage of the AT gun firing it (or tiger ace), allows no motion at all compared to button's restricting it, denies the tank firing (now better than button, previously the same), cannot be canceled by issuing further orders (better than button), can't be stopped by killing or retreating the squad (better than button), and can't be stopped by driving out of range (better than button), and can't be stopped with a much cheaper and very common doctrinal ability for smoke launchers that just let the axis player ignore all threats and get a free 20 munition advantage over their opponent every time? And BUTTONING gets nerfed?



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