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russian armor

New Kubel

11 Dec 2015, 14:27 PM
#21
avatar of EtherealDragon

Posts: 1890 | Subs: 1

I don't think they are too OP - they still have a pretty limited window of usefulness once AT Grenades or Zooks/Captain is teched.

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.
11 Dec 2015, 17:58 PM
#22
avatar of Intelligence209

Posts: 1124

They are fine, tho I suggested to remove the MG. Since the increase capping speed. And have it have mine sweepers via upgrade.
11 Dec 2015, 18:06 PM
#23
avatar of Cafo

Posts: 245

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.
11 Dec 2015, 18:17 PM
#24
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post11 Dec 2015, 18:06 PMCafo
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?
11 Dec 2015, 20:16 PM
#25
avatar of SpaceHamster
Patrion 14

Posts: 474

jump backJump back to quoted post11 Dec 2015, 18:17 PMKatitof

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.
11 Dec 2015, 20:35 PM
#26
avatar of GhostTX

Posts: 315

jump backJump back to quoted post11 Dec 2015, 06:46 AMNEVEC
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.
11 Dec 2015, 20:43 PM
#27
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Reduce armor to 4 and give back the 5 fuel cost.
11 Dec 2015, 21:30 PM
#28
avatar of EtherealDragon

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.
11 Dec 2015, 22:36 PM
#29
avatar of nodickwilliams

Posts: 230

Permanently Banned
Well now with price increases for several units as well as 200-300 total mp costs added to teching, how can you say okw float mp anymore? Volk prices went up, volk received accuracy is inferior to all other infantry even at vet 5. Its just a bunch of people making selective answers and feigning ignorance of the new patch.
12 Dec 2015, 03:04 AM
#30
avatar of BeefSurge

Posts: 1891

Just increase cost to 200 MP and 10 fuel, or 300 MP and 5 fuel.

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.
12 Dec 2015, 03:09 AM
#31
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

They should revert the price changes. That is it.
12 Dec 2015, 07:13 AM
#32
avatar of NEVEC

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.
12 Dec 2015, 11:45 AM
#33
avatar of Elik

Posts: 13

First games today with December patch....3vs3 SOV+USF+UKF vs 1 Verm + 2 OKW....it's just....6-7 Kubels on the 3-4 minutes! And my infantry can't does anything! Damage SO SMALL!!!
13 Dec 2015, 01:56 AM
#34
avatar of skemshead

Posts: 611

I find killing the kubel an rng crapfest. 50% of the time zooks will miss.

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...
13 Dec 2015, 20:37 PM
#36
avatar of RiCE

Posts: 284

you need bazooka and flanking to destroy a kubel? gratz... ever seen a bren?
13 Dec 2015, 21:00 PM
#37
avatar of Switzerland
Donator 33

Posts: 545

5 Fuel Cost, done.
13 Dec 2015, 21:33 PM
#38
avatar of ElSlayer

Posts: 1605 | Subs: 1

5 Fuel Cost, done.

Agreed. At least just because you can get it back through salvage.
13 Dec 2015, 22:22 PM
#39
avatar of SwonVIP
Donator 11

Posts: 640

I dont get... why did they remove its fuel costs? because OKW has no starting fuel? but 210 Mp is too cheap for such a good unit.
14 Dec 2015, 02:26 AM
#40
avatar of LuGer33

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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