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A suggestion to fix Shrek Volk blobs

27 Dec 2014, 18:45 PM
#41
avatar of austerlitz

Posts: 1705

The good thing about the shreck meta is it punishes allied medium call-in bullies like e8 and t-34/85 users.Use of these options has dramatically decreased when OKW is involved.Earlier allied players were used to bullying fuel starved OKW and lame ost pz 4s with these very cost efficient and all purpose medium call-ins and swarm the field,now they can't because they get swarmed in turn by volks horde.
The main reason behind volks horde is poor raketen.
31 Dec 2014, 18:34 PM
#42
avatar of NinjaWJ

Posts: 2070

how about making the schreck on the volksgrenadier squad have a higher chance at dropping
31 Dec 2014, 18:40 PM
#43
avatar of Ace of Swords

Posts: 219

Nerf obers and adjust their cost, remove shrecks from volks and give it to sturms but make it swapable for their standard weapons like the minesweeper is one (obviously you also won't be able to purchase both the minesweeper and shrecks) and give volks a 45 ammo upgrade for G43s.

And lastly, buff the raketen to acceptable levels.
31 Dec 2014, 18:41 PM
#44
avatar of Ace of Swords

Posts: 219

double post
31 Dec 2014, 22:45 PM
#45
avatar of Doomlord52

Posts: 960

Well, at least I'm not the only one who thinks that the factions are just poorly designed.

OBW needs effective AT; but muni or fuel starving them (while giving MP overflow) and putting the only effective non-tank AT on Volks is just going to result in the inevitable.

1. Remove shreks from Volks, replace with Fausts (~35muni each).

2. Put shreks on Obers (1 for 60-75muni).

3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway).

4. Make the Raketten-thing not miss 95% of the time.

Now you don't have early-game shrek blobs that are unkillable by vehicles, but aren't instantly rolled by a fast vehicle either (due to raketten not sucking). They can continue to hold their own mid game due to PAK support, and powerful AT becomes available late-game to counter heavy vehicles.

It might also make the resource-swap ability not as bad, since low-fuel might be viable (not required to buy tanks late-game, since PAK would have range).




1 Jan 2015, 01:00 AM
#46
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

1. Remove shreks from Volks, replace with Fausts (~35muni each).

2. Put shreks on Obers (1 for 60-75muni).

3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway).

4. Make the Raketten-thing not miss 95% of the time.


1. Agreed for 25 MU each (OST fausts are also 25MU)

2. Wut? Shrecks on Obers? I think giving Sturms the shreck upgrade is probably the better solution. Obers really don't need amazing AI AND AT.

3. Why does the medic truck need a 4th unit? If OKW really needed a PaK, why not simply put it into the base building?

4. Yeah, the Raketenwerfer just needs some love. A PaK is not needed for OKW IMO.
1 Jan 2015, 18:27 PM
#47
avatar of austerlitz

Posts: 1705

Raketen with its range and no cover is helpless when not in a building-even leaving aside aim time and accuracy ,even pak isn't THAT great anymore.
1 Jan 2015, 19:40 PM
#48
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
even pak isn't THAT great anymore.


pak is best ATG
1 Jan 2015, 22:17 PM
#49
avatar of Mr. Someguy

Posts: 4928

pak is best ATG


Best AT Gun is an opinion. The Pak has 10 more Penetration, the ZiS has Barrage, the M1 has Rate of Fire, and the Raketen sucks. 10 higher isn't much, you can get 8 higher with those "AT Gun has 4% increased Penetration" bulletins, which lowers it to less than a 1% difference.
1 Jan 2015, 22:55 PM
#50
avatar of GuyFromTheSky

Posts: 229



1. Remove shreks from Volks, replace with Fausts (~35muni each).

2. Put shreks on Obers (1 for 60-75muni).

3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway).

4. Make the Raketten-thing not miss 95% of the time.




This.



1. Agreed for 25 MU each (OST fausts are also 25MU)

2. Wut? Shrecks on Obers? I think giving Sturms the shreck upgrade is probably the better solution. Obers really don't need amazing AI AND AT.

3. Why does the medic truck need a 4th unit? If OKW really needed a PaK, why not simply put it into the base building?

4. Yeah, the Raketenwerfer just needs some love. A PaK is not needed for OKW IMO.


And this.

Someone please mail this to relic.
1 Jan 2015, 23:40 PM
#51
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned


Best AT Gun is an opinion. The Pak has 10 more Penetration, the ZiS has Barrage, the M1 has Rate of Fire, and the Raketen sucks. 10 higher isn't much, you can get 8 higher with those "AT Gun has 4% increased Penetration" bulletins, which lowers it to less than a 1% difference.


pak almost always penetrates

players dont build zis for the barrage

both pak 40 and 43 are best ATG'S IN GAME. no way around it
2 Jan 2015, 00:23 AM
#52
avatar of Mr. Someguy

Posts: 4928

pak almost always penetrates


A captured Pak against a Tiger and a ZiS against a Tiger are nearly identical, a 66.67% chance to pen at mid range vs a 63.33% chance. Combined with the RNG element and low rate-of-fire of heavy guns, they're virtually identical in terms of Penetration.
2 Jan 2015, 00:26 AM
#53
avatar of FeelMemoryAcceptance

Posts: 830 | Subs: 2

Spanky : Okw need many manpower compared to usf. Why ? Because when sherman or shermans hit the field, panther is not here ... for counter sherman you need ofc volks + schrek and it's bleed you a lot of manpower ... when usf just troll you with sherman, retreat, repair, troll, retreat, repair with 0 manpower cost LeL Kappa

And obers cost 50mp per guy ...
2 Jan 2015, 01:02 AM
#54
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470



A captured Pak against a Tiger and a ZiS against a Tiger are nearly identical, a 66.67% chance to pen at mid range vs a 63.33% chance. Combined with the RNG element and low rate-of-fire of heavy guns, they're virtually identical in terms of Penetration.


and a captured zis works just fine against the lighter armour of allied tanks.

the 10 pen difference is insignificant. the pak is technically the better AT gun (due to rate of fire) but the zis has a lot more utility. i think they're about the same over all but with different strengths
2 Jan 2015, 03:52 AM
#55
avatar of austerlitz

Posts: 1705

Actually zis is now better than pak.Pen and reload difference are more or less insignificant.
Much more survivability due to 6 men,can smash bunkers and mgs from fog of war,and cause squadwipes against a blob as well.Zis outperforms pak right now quite well.
2 Jan 2015, 08:14 AM
#56
avatar of MarcoRossolini

Posts: 1042

Actually zis is now better than pak.Pen and reload difference are more or less insignificant.
Much more survivability due to 6 men,can smash bunkers and mgs from fog of war,and cause squadwipes against a blob as well.Zis outperforms pak right now quite well.


You clearly haven't faced a bunker in your life.
The direct fire from the ZiS and PaK is vastly superior to barraging a bunker.

As for the barrage, people seem to fixate on it, but its inaccurate and costs 60 munis, it's not a particularly good buy...
2 Jan 2015, 08:35 AM
#57
avatar of Mr. Someguy

Posts: 4928

I agree with that, it could use a cost decrease. Barrage is only useful against a group of idle infantry or a building with a machine gun inside.
2 Jan 2015, 09:03 AM
#58
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

nah, it's useful. it's almost identical to the mortar barrage but it has a better aoe profile. it's very useful against suppressed enemies and buildings. the direct fire is better against bunkers due to their small size though.
2 Jan 2015, 09:14 AM
#59
avatar of MarcoRossolini

Posts: 1042

It might be identical to the mortar barrage, but it still costs 60, you're basically throwing away an MG-42 (or a flamethrower) everytime you fire it for something of questionable accuracy which is easy to walk away from and hasn't got the greatest range.

Something I would be interested in is it being a one time upgrade in the Support Weapon Kompanieya building for like 120 munis or something which gives your field guns unlimited free barrages, but with a hefty cooldown (SU-76M cooldown length). This would make more sense, make it more useful, be way more historically accurate and actually make the idea of Soviet AT guns being gimped because of the barrage actually make sense (rather than currently where it's utter crap but a card for the German fanboys to make sure their precious AT advantages remain the same...)
2 Jan 2015, 09:20 AM
#60
avatar of BabaRoga

Posts: 829

I find Zis Barage extremely useful when dealing with infantry blobs, keeping them at bay.
Sure if you expect to wipe squads out it won't do that, but if you barage hole in your weak flank thats about to be breached (as in where the inf. has to come through) It will inflict some damage and kill few models. Enough to save you
Well spent 60 muni IMHO

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