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The imbalance between Allied and Axis Infantry Anti-tank

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16 Nov 2014, 12:31 PM
#121
avatar of Jaigen

Posts: 1130

My proposal is to hit 2 birds with one stone.

Move Panzerschrecks to Sturmpioneers as they originally were. But also let the starting Sturm squad begin with a free Panzerschreck in hand. Not only does this reduce Anti-Infantry firepower on the starting unit, but it gives OKW an early counter to the fast M3 / WC.


and how are the volks going to scale then? without shreks they lose all purpose
16 Nov 2014, 12:41 PM
#122
avatar of kamk
Donator 11

Posts: 764

jump backJump back to quoted post16 Nov 2014, 12:31 PMJaigen


and how are the volks going to scale then? without shreks they lose all purpose

I had the same thought.

Why not just decreasing accuracy and pen on long range, so the famous blob becomes less useful, but actual positioning and tactics will still be the same for them?

Seriously, i think slight changes would be the better choice.
16 Nov 2014, 12:54 PM
#123
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post16 Nov 2014, 12:31 PMJaigen


and how are the volks going to scale then? without shreks they lose all purpose


Like conscripts?

Oh wait, they scale much better even without shrecks.
16 Nov 2014, 13:21 PM
#124
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

IB4 Utility.
16 Nov 2014, 14:12 PM
#125
avatar of ☭ Калашникова ☭

Posts: 322

jump backJump back to quoted post16 Nov 2014, 12:54 PMKatitof


Like conscripts?

Oh wait, they scale much better even without shrecks.


Give them lmg34 and see how 'bad' they scale lol =D
16 Nov 2014, 17:47 PM
#126
avatar of Jaigen

Posts: 1130

jump backJump back to quoted post16 Nov 2014, 12:54 PMKatitof


Like conscripts?

Oh wait, they scale much better even without shrecks.


Conscripts will win vs volks in mid short range. second : at nades combined with oorah is one hell of a combination. third: i consider the molotov to be vastly superior because it can deny the enemy from using buildings. merge has less uses but i still see it being used.

take away the shreks and volks only have sandbags left. suffice to say even considering removing the volks shrek is absurd. thats why you look absurd and this thread is absurd.
16 Nov 2014, 19:54 PM
#127
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post16 Nov 2014, 12:31 PMJaigen
and how are the volks going to scale then? without shreks they lose all purpose


Give them some sort of automatic weapons upgrade, but that's another story.
17 Nov 2014, 04:14 AM
#128
avatar of BeefSurge

Posts: 1891

All we need is a 30% range nerf, and +30% incoming accuracy on any Volk weilding a Shrek.

Also, it would be cool if PzGrens and Riflemen had a "Target Weak Point" kind of ability for their AT weapons.
17 Nov 2014, 07:47 AM
#129
avatar of Volsky

Posts: 344

Add Sappers with PIATs so I can run rings around hedges and shot blockers and piss off all the babby baddies while I poke their heavies to death, and I'll call it even.
17 Nov 2014, 08:48 AM
#130
avatar of Mr. Someguy

Posts: 4928

Oh man, I hated PIAT's. They couldn't hit anything more than 5 meters away.
17 Nov 2014, 10:05 AM
#131
avatar of BabaRoga

Posts: 829

Oh man, I hated PIAT's. They couldn't hit anything more than 5 meters away.


True, but once they had vet 3 captain/Lt. Those piat's became like homing mini-nuke AT weapons from 3rd world war. (and it wasn't to difficult to promote those)
17 Nov 2014, 10:41 AM
#132
avatar of ThoseDeafMutes

Posts: 1026

Piats were god tier. They could do indirect fire over hedges and obstacles and with an LT or 3 they became super accurate.
17 Nov 2014, 10:51 AM
#133
avatar of Highfiveeeee

Posts: 1740

Anyone saying that PIATs sucked has to remember the allmighty Roo Spam.
17 Nov 2014, 12:20 PM
#134
avatar of Katitof

Posts: 17914 | Subs: 8

Oh man, I hated PIAT's. They couldn't hit anything more than 5 meters away.


And yet seemed to be laser guided when used from roos.
17 Nov 2014, 19:59 PM
#135
avatar of Unshavenbackman

Posts: 680

Dont know if this has been said as the thread is long. But would it be better if Okw had to get 2 shrecks like ostheer? I rarely go for pgs as my at as the munitioncost is to high on a squad thats so fragile.
17 Nov 2014, 20:41 PM
#136
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

Dont know if this has been said as the thread is long. But would it be better if Okw had to get 2 shrecks like ostheer? I rarely go for pgs as my at as the munitioncost is to high on a squad thats so fragile.
I think it would make it worse for everyone involved, including OKW.

First of all the first Schreck upgrade would come MUCH later. 4-5 minutes later or so. Thus completely negating the early game deterrent potential. Remember, Raketenwerfer sucks vs light vehicles and OKW have no snares.

Then, late game, once the player accumulates the ammo, Volks Schreck blobs would be even more insanely overpowered.
17 Nov 2014, 21:15 PM
#137
avatar of Mr. Someguy

Posts: 4928

Agreed, the best option is still to take Schrecks off of Volks and re-purpose Volks as light Infantry. Until that happens, OKW will remain fundamentally broken. Unfortunately I seriously doubt Relic has any interest in fixing it, they will do anything but admit they made a bad design choice. They'll sooner nerf Schrecks to AT rifle level than admit they made a mistake, just look at our history with the Soviet faction...
17 Nov 2014, 21:30 PM
#138
avatar of carloff

Posts: 301

Fuck shrecks and Volks. Give allies tools to deal with siegheil panzers. The problem is not the shrecks - problem is out that "box".
17 Nov 2014, 23:22 PM
#139
avatar of NinjaWJ

Posts: 2070

best solution i think:

1. move schreck to sturmpios
2. Buff raketen
3. (optional) give Volks some kinda automatic weapons package or panzerfaust
17 Nov 2014, 23:39 PM
#140
avatar of ThoseDeafMutes

Posts: 1026

jump backJump back to quoted post17 Nov 2014, 12:20 PMKatitof


And yet seemed to be laser guided when used from roos.


Utterly stupid expansion pack. And I feel like what they learned from it was that people absolutely were willing to pay money for extra units to slot into a faction, paving the way for the current commander model.
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