Volk Shrek blob fix proposal
Posts: 38
We all know that a blob of shreks can destroy almost all allied vehicles with no much of a struggle but if they had a small movement penalty like 20% maybe it would allow a little more time for vehicles to run away!
What do you guys think?
Posts: 959
Posts: 348
(I'm pretty salty about that.)
Posts: 410
The best they can do is increase the aim time of any bazooka weapon to define the role as a deffensive weapon. that will make blobs more easy to deal (kitting) with tanks, and will be useful for deffensive stances in case of enemy tanks approach to you.
Posts: 468
Don't reduce the speed of the squad, that will penalize too much vs enemy infantry.
The best they can do is increase the aim time of any bazooka weapon to define the role as a deffensive weapon. that will make blobs more easy to deal (kitting) with tanks, and will be useful for deffensive stances in case of enemy tanks approach to you.
+1
Posts: 41
Permanently BannedPosts: 239
We all know that a blob of m1919s can wipe almost all axis infantry with not much of a struggle but if they had a small movement penalty like 20% maybe it would allow a little more time for axis infantry to run away!
What do you guys think?
(see how silly that sounds?)
Posts: 311
Hey guys I was wondering if reducing move speed on shrek carrying squads would balance them out a little better?
We all know that a blob of shreks can destroy almost all allied vehicles with no much of a struggle but if they had a small movement penalty like 20% maybe it would allow a little more time for vehicles to run away!
What do you guys think?
A squad drilled in Prussian style runs as fast with Schrecks or Fausts as with MGs or rifles. That is a historical fact.
Posts: 38
Hey guys I was wondering if reducing move speed on m1919 carrying squads would balance them out a little better?
We all know that a blob of m1919s can wipe almost all axis infantry with not much of a struggle but if they had a small movement penalty like 20% maybe it would allow a little more time for axis infantry to run away!
What do you guys think?
(see how silly that sounds?)
Problem is, 1919's require the troops to be stationary to shoot, meaning that chasing and moving around severely reduces the units fighting power, I think thats enough of a nerf.
Posts: 239
Problem is, 1919's require the troops to be stationary to shoot, meaning that chasing and moving around severely reduces the units fighting power, I think thats enough of a nerf.
and schrecks fire on the move? There are really plenty of stock options for each faction that are able to deal with schreck blobs, there's no reason to yet again make radical changes to OKW for the sake of peoples refusal to use those counters.
Posts: 1108
Posts: 468
Hey guys I was wondering if reducing move speed on m1919 carrying squads would balance them out a little better?
We all know that a blob of m1919s can wipe almost all axis infantry with not much of a struggle but if they had a small movement penalty like 20% maybe it would allow a little more time for axis infantry to run away!
What do you guys think?
(see how silly that sounds?)
Would need to nerf Axis artillery... panzerwerfer is super potent as of right now.
Posts: 468
Posts: 239
Would need to nerf Axis artillery... panzerwerfer is super potent as of right now.
It wasn't a serious suggestion.
Posts: 468
It wasn't a serious suggestion.
lol, i wouldn't mind... double m1919 is strong
Posts: 211
Then give OKW non-doctrinal MG to counter USF/SOV heavy blobs
This and the introduction of that T0 mortar they had planned for USF would help make the WFA factions more interesting and we'd see less of that unhealthy infantry-only playstyles with almost no weapon teams.
It's simple psychology. If there is other accessible options to infantry-heavy approaches more people will try and use these alternatives. What needs to be encouraged is a combined use of infantry and team weapons. This was always what made CoH great & gave it such a tactical feel.
Posts: 468
This and the introduction of that T0 mortar they had planned for USF would help make the WFA factions more interesting and we'd see less of that unhealthy infantry-only playstyles with almost no weapon teams.
It's simple psychology. If there is other accessible options to infantry-heavy approaches more people will try and use these alternatives. What needs to be encouraged is a combined use of infantry and team weapons. This was always what made CoH great & gave it such a tactical feel.
+1
Posts: 3103 | Subs: 1
I can't see this working without making Panzerschrecks killing armour way faster if we're going to make vehicles even more faster than its users (like real-life balance, do-ho-ho-ho-ho).
Posts: 47
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