New Kubel
Posts: 1890 | Subs: 1
I do think they should have weaker rear armor like (every?) other vehicle in the game. For a game based on flanking it's kind of stupid that you don't get rewarded for shooting the Kubel in the ass.
Posts: 1124
Posts: 245
Posts: 17914 | Subs: 8
IF kubel didn't have a gun nobody would use it, nobody would waste 200mp on faster capper with no combat capability, it's ability to harass infantry is what makes It good. If it is nerfed anymore it is un usable.
I assume you didn't played coh1?
Posts: 474
I assume you didn't played coh1?
Kettenkrad had decent pathing, good chance to dodge shells, being the fastest unit in the game(without vet), and not having to worry about homing snares that would destroy its engine. Don't think they are comparable honestly.
Posts: 315
It's not difficult to kill with m20. This thing causes much less troubles than kubel with supression. Unlike new superdupervolksgrenadiersubersoldiers.
The issue is the early game, not mid game.
IMO, just change the rear armor on the Kubel back to what it was. That reduces its survivability and forces micro if OKW wants it to survive.
Posts: 1664
Posts: 1890 | Subs: 1
They are fine, tho I suggested to remove the MG. Since the increase capping speed. And have it have mine sweepers via upgrade.
During the Preview patch I suggested that the capping work like Soviet Vet 1 on tanks where you had to disable main gun in order to cap.
For how dirt cheap Kubel is I think it's a fair trade-off but eh.
Posts: 230
Permanently BannedPosts: 1891
Edit:if Kubel got minesweeping upgrade, Sturms got Shreks, and Volks had a repair upgrade the faction would be better. Think about it: sweeper 45 muni, shrek 75 muni, repair 75 muni. Ober LMG 100 muni.
Posts: 2307 | Subs: 4
Posts: 708 | Subs: 1
Well now with price increases for several units as well as 200-300 total mp costs added to teching,
Strating manpower was increased from 240 to 340, so mp price was increased only for second and thrid truck.
Posts: 13
Posts: 611
Flanking can work, but most of the time it will get away..
Chasing it with vehicles is simply asking for trouble..
Most times you will need to rely on some sort of pathing issue or for the okw player to get careless.
TBH I found it easier to kill the old kubel...
Posts: 284
Posts: 545
Posts: 1605 | Subs: 1
5 Fuel Cost, done.
Agreed. At least just because you can get it back through salvage.
Posts: 640
Posts: 174
Leave my little kubel alone
It's one of the few units that doesn't need to be adjusted at all right now; fits perfectly fine where it is as a scout/caping vehicle. Just add a 5 fuel cost and that'd be enough.
Why does OKW need a scout / capping vehicle again w/ 100% resource income, 250 MP base infantry, and a truck that can lock down any part of the map in 1v1?
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