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russian armor

Panzerfüsiliere as OKW T2 stock unit

11 Dec 2015, 21:55 PM
#21
avatar of Sikko
Patrion 14

Posts: 113

And, if you like a better idea:

Sturmpios: Give them FLamenades that require T1 or T2 building. Give them a 90 mun single P-Schreck upgrade that requires T1 or T2 building this also replaces one stg44 with a luger. Remove Stunnade.

Kubel: Replace with MG34 and vice versa.

Voks: Replace Flamenade with Panzerfaust snare. Add a 100mun (or what ever) AI upgrade (Mg34, Stg44, G43 what ever) with T3 (Flak) building.

LeiG: Add Smoke barrage at Vet 1.

Stuka: Normal barrage is cyrcular and scatters (like kat and pwerfer). At vet1 the atm normal barrage unlocks with the cost of 50-100 munitions.
11 Dec 2015, 22:23 PM
#22
avatar of Blackart

Posts: 344

jump backJump back to quoted post11 Dec 2015, 21:55 PMSikko
And, if you like a better idea:

Sturmpios: Give them FLamenades that require T1 or T2 building. Give them a 90 mun single P-Schreck upgrade that requires T1 or T2 building this also replaces one stg44 with a luger. Remove Stunnade.

Kubel: Replace with MG34 and vice versa.

Voks: Replace Flamenade with Panzerfaust snare. Add a 100mun (or what ever) AI upgrade (Mg34, Stg44, G43 what ever) with T3 (Flak) building.

LeiG: Add Smoke barrage at Vet 1.

Stuka: Normal barrage is cyrcular and scatters (like kat and pwerfer). At vet1 the atm normal barrage unlocks with the cost of 50-100 munitions.




You should work at Lelic.
11 Dec 2015, 22:32 PM
#23
avatar of nodickwilliams

Posts: 230

Permanently Banned
jump backJump back to quoted post11 Dec 2015, 21:55 PMSikko
And, if you like a better idea:

Sturmpios: Give them FLamenades that require T1 or T2 building. Give them a 90 mun single P-Schreck upgrade that requires T1 or T2 building this also replaces one stg44 with a luger. Remove Stunnade.

Kubel: Replace with MG34 and vice versa.

Voks: Replace Flamenade with Panzerfaust snare. Add a 100mun (or what ever) AI upgrade (Mg34, Stg44, G43 what ever) with T3 (Flak) building.

LeiG: Add Smoke barrage at Vet 1.

Stuka: Normal barrage is cyrcular and scatters (like kat and pwerfer). At vet1 the atm normal barrage unlocks with the cost of 50-100 munitions.

Good ideas, though kubel is fine, replace=ing with mg34 makes them too close to ostheer. Perhpas add suppression to pack howitzer and isg barrage, because this patch they are trash.
11 Dec 2015, 22:36 PM
#24
avatar of Sikko
Patrion 14

Posts: 113

Those are mostly ideas form the Kappatch, which summaries the best coh2.org community ideas.
11 Dec 2015, 22:40 PM
#25
avatar of Qbix

Posts: 254

jump backJump back to quoted post11 Dec 2015, 21:55 PMSikko
And, if you like a better idea:

Sturmpios: Give them FLamenades that require T1 or T2 building. Give them a 90 mun single P-Schreck upgrade that requires T1 or T2 building this also replaces one stg44 with a luger. Remove Stunnade.

Kubel: Replace with MG34 and vice versa.

Voks: Replace Flamenade with Panzerfaust snare. Add a 100mun (or what ever) AI upgrade (Mg34, Stg44, G43 what ever) with T3 (Flak) building.

LeiG: Add Smoke barrage at Vet 1.

Stuka: Normal barrage is cyrcular and scatters (like kat and pwerfer). At vet1 the atm normal barrage unlocks with the cost of 50-100 munitions.


Ya, that was the other option. Too boring to point out. There were already people who do not want the Sturms to get the PSchreck tho.
12 Dec 2015, 00:11 AM
#26
avatar of Jespe

Posts: 190

jump backJump back to quoted post11 Dec 2015, 21:55 PMSikko
And, if you like a better idea:

Sturmpios: Give them FLamenades that require T1 or T2 building. Give them a 90 mun single P-Schreck upgrade that requires T1 or T2 building this also replaces one stg44 with a luger. Remove Stunnade.


I Wonder how many OKW players would play in urban setting after this change. 3-4 sturmpios rushing MG in building to make it burn... 30-40 popcap. I know i would concentrate all shooting on sturmpios rushing towards garrison, would not care less about volks, what could they do but die suppressed in cover after sturmpios are killed or forced to retreat?


12 Dec 2015, 01:00 AM
#27
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post12 Dec 2015, 00:11 AMJespe


I Wonder how many OKW players would play in urban setting after this change. 3-4 sturmpios rushing MG in building to make it burn... 30-40 popcap. I know i would concentrate all shooting on sturmpios rushing towards garrison, would not care less about volks, what could they do but die suppressed in cover after sturmpios are killed or forced to retreat?



...why exactly would you need 3-4 of them to attack on HMG in a building?
12 Dec 2015, 01:10 AM
#28
avatar of Sikko
Patrion 14

Posts: 113

Smoke and flank. You got the smoke barrage for the LeiG.
12 Dec 2015, 04:07 AM
#29
avatar of Grumpy

Posts: 1954

jump backJump back to quoted post11 Dec 2015, 19:28 PMQbix
Ok, stuff


I think PF's as a stock unit would be awesome, but get rid of those lousy AT grenades and replace with shreks. Since the other five models would feel left out, give them free LMG's. Also, since they work well with ISG's, make a special buy-one-get-one-free version of the ISG that has double damage against Soviet shock troops because the shock troop PF matchup at close range isn't fair.
12 Dec 2015, 07:02 AM
#30
avatar of Jespe

Posts: 190

jump backJump back to quoted post12 Dec 2015, 01:00 AMVuther

...why exactly would you need 3-4 of them to attack on HMG in a building?


To get that Inc nade inside there. Same as US against MG42 you need at least 3 rifles to bumrush and nade it.

jump backJump back to quoted post12 Dec 2015, 01:10 AMSikko
Smoke and flank. You got the smoke barrage for the LeiG.


The state what leig is now i don't think that half of the players can micro it at a state that you would get the 1 vet to have that smoke.
12 Dec 2015, 10:07 AM
#31
avatar of AchtAchter

Posts: 1604 | Subs: 3

OKW with stock Panzerfüsiliers would be far too strong. OKW would get overnight the best mainline infantry, because let's be honest you use them like that and they cost just as much as mainline infantry to maintain.
Learn to play around Volksgrenadiers, your suggestions would bring more imbalances than you could imagine, because changes on mainline infantry are always the most dramatical ones.
12 Dec 2015, 12:06 PM
#32
avatar of Qbix

Posts: 254

OKW with stock Panzerfüsiliers would be far too strong. OKW would get overnight the best mainline infantry, because let's be honest you use them like that and they cost just as much as mainline infantry to maintain.
Learn to play around Volksgrenadiers, your suggestions would bring more imbalances than you could imagine, because changes on mainline infantry are always the most dramatical ones.


All this "learn to" is entirely misdirected when you talk to me. I didn't propose the changes to help me play better, I proposed them as a way to make people cry less about Volks with Schrecks. I don't have any problem with the faction at all, neither against nor with it.

Also, I think you really overrate OKW players' potential to change here. Make Panzerfüsiliers cost 350 MP and let's try to maintain them as the mainline infantry... OKW is used to 235-250 MP on mainline infantry and the corresponding reinforcement costs.
12 Dec 2015, 13:12 PM
#33
avatar of __deleted__

Posts: 4314 | Subs: 7

12 Dec 2015, 13:18 PM
#34
avatar of Australian Magic

Posts: 4630 | Subs: 2

12 Dec 2015, 14:14 PM
#35
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
I agree, need fusi in t2.
12 Dec 2015, 14:26 PM
#36
avatar of ruzen
Patrion 15

Posts: 243

I dunno why people upset about Kubel change. I think Its more usefull than ever, but the training time should be lowered by 4-6 seconds.

Volks are fine. That small ( +2 ) damage buff was really needed since they have only 4 rifles ( +panzershrek) to fire from.
12 Dec 2015, 14:31 PM
#37
avatar of Katitof

Posts: 17914 | Subs: 8

Its been little less then 48h since OKW isn't super batshit op anymore and people already make suggestions to make them even worse?
12 Dec 2015, 15:22 PM
#38
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post12 Dec 2015, 07:02 AMJespe


To get that Inc nade inside there. Same as US against MG42 you need at least 3 rifles to bumrush and nade it.



The state what leig is now i don't think that half of the players can micro it at a state that you would get the 1 vet to have that smoke.

USF need like 3 rifles because if the last MK II they've thrown doesn't wipe the MG inside, it'll keep firing. Scripts with Molotovs and certainly Sturmpioneers with Incendiary Grenades won't need that many to force the MG inside to evacuate because it's very likely the DoT from even just one of their grenades will kill the MG squad if it dares to stay inside the building.
12 Dec 2015, 18:34 PM
#39
avatar of The_Courier

Posts: 665

jump backJump back to quoted post12 Dec 2015, 07:02 AMJespe


To get that Inc nade inside there. Same as US against MG42 you need at least 3 rifles to bumrush and nade it.



No? 2 is more than sufficient if you micro. One to take the fire, the other closes in on the other side of the house, tosses the grenade and dances around to avoid retaliation as their rifle finishes the MG. Would be identical with Sturms and flame nades, which are even better vs buildings.
12 Dec 2015, 18:44 PM
#40
avatar of Jespe

Posts: 190



No? 2 is more than sufficient if you micro.


If that Mg42 owner has a half of a brain placing and microing MG42 not a single chance. It needs a third window switch to get near enough to take out the mg. It can keep those 2 sides down until Grens/pios come to mop that squad away.
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