or place mines at cutoff and watch the enemy have a "wipe" eveytime the go for cutoff, you know you cant reinforce kubel
Oh how I loved the built-in mine detector of the Kettenkrad.
Posts: 1740
or place mines at cutoff and watch the enemy have a "wipe" eveytime the go for cutoff, you know you cant reinforce kubel
Posts: 190
You need to be quite terrible to lose P4 to AEC.
Pair of them might contest it, single one is vet fodder.
Posts: 4314 | Subs: 7
It'll certainly be OP as a capping unit.
Anytime Relic has ever given anyone a super fast capping unit it has been a balance issue.
Posts: 3602 | Subs: 1
Yes ofcourse it will be OP.
Even when russians can counter it in 1 minute (and m3 stains usefull even after kubel kill)
USA can kill it in 5 minutes - and m20 is strong agains new OKW as long as you go captain ASAP after m20
and brits can counter it in minute 0 an bren carrier is good because flamer is always good and it can transport units so it will give you more mapcontrol.
So at all i think it wont be such OpieOP as everybody is claimning here. It also cannot detect mines so clever player will build one mine on cut off and bye bye agrssive kubel. (NOTE: 3 of 5 best USA doctrines have mines (armor , infantry , pershing cavalry) )
Posts: 1384
Yes ofcourse it will be OP.
Posts: 4314 | Subs: 7
Easy capping easy life.
It's going to be obnoxious on large maps and provide a huge boon to capping power.
Posts: 3602 | Subs: 1
Posts: 1384
Game is meant to be balanced in 1vs1 and 2vs2.
Posts: 4314 | Subs: 7
Plenty of big open maps in those game modes too. Lots of empty space in some of them that take infantry a long time to traverse.
Kubels will be especially good on Arnhem, Semois and crossing in the wood insofar as 1v1 is concerned. Arnhem has lots of wide flanks, hiding spots and cut offs (On roads no less). Semois has a lot of distant points that are a bitch to hold. Crossing in the wood likewise has a cut off on a god damn road which makes it easy for a kubel to zip over.
Mines will help, but I think you're underestimating how survivable a kubel will be and how far behind it will put people. It'll hide on the edges of the map and harass while he's otherwise engaged or unable to defend. The more units he commits to going after the kubel, the less he has fighting your other units. That's the strength of a highly mobile capping unit: you can fight with your other units instead of worrying about capping.
Posts: 1605 | Subs: 1
4vs4 will become OKW feast, I don't even try to imagine the disaster it will be with this patch
Posts: 424 | Subs: 2
Posts: 11
Permanently BannedPosts: 11
Permanently Banned
Game is meant to be balanced in 1vs1 and 2vs2.
And in higher game modes there will be other thinks not kubelcapping that will make OKW OPKW.
also in 4vs4 there ism uch more units and this will mean kubel will harder tim to cap freely.
Posts: 474
Posts: 79 | Subs: 1
Kubel with capping and no suppression is fine. All it will be good for is pushing units(won't last for long)/and capping(won't last after 5 minutes).
It will still go extinct after the 5 minute mark; otherwise it will be a vet pinata for light vehicles. You can also ghost tank trap the kubel(can do it with ghost wire and sandbags too) to screw the pathfinding and get it killed.
Remove the capping and there is literally no reason to build this unit at all; especially added with the fact it has no suppression now. Add fuel cost, and you screw with OKW teching too much since trucks cost fuel to get out now as well.
I don't know where people get the idea that when axis had a capping vehicle, it destroyed balance completely(are people talking about the kettenkrad from COH OF?). Brits can already do this just fine with raid operations on bren carriers with the best commander in the game(granted it comes at 1 CP, but they decap points REALLY fast). USF does it pretty much all the time, and it's not like a rare sight to see t70's using their vet 1 ability. I will have no problems countering capping kubels in the december patch, especially given their already terrible pathfinding hindering them from doing their job well anyway. You can screw with their pathfinding even more by laying down tank traps on the road or chokepoints if you really want to frustrate an OKW player.
Posts: 571
Its basically a scout vehicle, i don't think it should be anything else. How much do you expect from a flimsy jeep lol.
58 | |||||
58 | |||||
6 | |||||
891 | |||||
56 | |||||
15 | |||||
8 | |||||
3 | |||||
2 | |||||
1 |