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Volk Shrek blob fix proposal

20 Dec 2015, 19:27 PM
#41
avatar of Rappy

Posts: 526



the at riflenade is worst than the faust or the soviet at nade


Lol. But the Volks don't get either a Faust or a Soviet at nade. Think about your ridiculous logic for a second. You are unwilling to concede anything. Rifle at snare plus double welding plus fast heal, plus smoke, plus durability is more than a match for volks and causes just as annoying blobs for the axis.
20 Dec 2015, 20:18 PM
#42
avatar of Grim

Posts: 1096

jump backJump back to quoted post20 Dec 2015, 19:18 PMRappy
I have no idea what a broader sense of balance means.


fixed that.
20 Dec 2015, 22:34 PM
#43
avatar of Firesparks

Posts: 1930

jump backJump back to quoted post20 Dec 2015, 19:27 PMRappy


Lol. But the Volks don't get either a Faust or a Soviet at nade. Think about your ridiculous logic for a second. You are unwilling to concede anything. Rifle at snare plus double welding plus fast heal, plus smoke, plus durability is now than a match for volks and causes just as annoying blobs for the axis.


replace the schreck with a faust then.

the bazooka should remain weak.
20 Dec 2015, 22:47 PM
#44
avatar of ZombiFrancis

Posts: 2742

Nerf the crap out of panzerschreks at range? Requiring volks to close at least medium range to have a reliable shot at hitting something would reduce their threat to vehicles when massed.

Things like the USF AA Halftrack would have a chance to be able to maneuver.

That or replace with panzerfaust. Ideally a non-snaring panzerfaust that deals considerable damage, so as to sap munitions from the OKW player before schreks become available on something like Obers.
21 Dec 2015, 04:38 AM
#45
avatar of Rappy

Posts: 526

Nerf the crap out of panzerschreks at range? Requiring volks to close at least medium range to have a reliable shot at hitting something would reduce their threat to vehicles when massed.

Things like the USF AA Halftrack would have a chance to be able to maneuver.

That or replace with panzerfaust. Ideally a non-snaring panzerfaust that deals considerable damage, so as to sap munitions from the OKW player before schreks become available on something like Obers.


What are you doing with your USF AA halftrack? Those things are easy to manoeuvre and are deadly. Maybe you should try the AA halftrack from the OKW.... wait a few second before it sets up and Boom! already engine damaged and next shot... dead.

Already the Shrek almost always misses at full range.

And please stop with the shreks on Obers thing. It's boring. No one wants to use a four man team of expensive elite infantry where one of the men is firing a panzerschrek.
21 Dec 2015, 08:42 AM
#46
avatar of skemshead

Posts: 611

jump backJump back to quoted post21 Dec 2015, 04:38 AMRappy


What are you doing with your USF AA halftrack? Those things are easy to manoeuvre and are deadly. Maybe you should try the AA halftrack from the OKW.... wait a few second before it sets up and Boom! already engine damaged and next shot... dead.

Already the Shrek almost always misses at full range.

And please stop with the shreks on Obers thing. It's boring. No one wants to use a four man team of expensive elite infantry where one of the men is firing a panzerschrek.


Use attack move and it sets up as it stops.
No delay:thumb:
21 Dec 2015, 08:58 AM
#47
avatar of JohnnyB

Posts: 2396 | Subs: 1



We all know that a blob of m1919s can wipe almost all axis infantry with not much of a struggle


Except rifle grenade, who can deal pretty well with stationary m1919 squads. In fact, chosing this upgrade against ostheer it's not ...let's say... wise. It better works vs OKW.
21 Dec 2015, 09:14 AM
#48
avatar of JohnnyB

Posts: 2396 | Subs: 1

Here you are, a better solution:

1. Remove shreck from volks. Instead, volks can chose one of these 2 upgrades:
a. An STG 44 for the squad leader.
b. Two g43s upgrade.

2. New OKW squad: Tank busters. A 4 man squad, buildable from Med Truck, with an expensive manpower cost and who comes with 2 shrecks by default. The expensive mp cost willprevent blobbing, and it will be fair too, because no amo will be spent on the shreck upgrade. Being expensive as mp cost, they can't be spammed and they will have a poor AI performance because they will have rifles, not automatic weapons, an additional reason not to spam them. This way, the OKW player can chose his early / medium game stage AT solution by building eather the med truck for this squad, eather the Puma tier to build a Puma.
Such units (puma or the tank busters, will most probably need a raketen to support them).

So this solution will invite OKW player not only to stop blobbing, but also used combined arms.

If you guys like this solution that was proposed before, let's support this and convince Relic to adopt it.
21 Dec 2015, 09:19 AM
#49
avatar of Remo

Posts: 111



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.


They can reload them on the move, would you prefer them only reloading when stationary?

MVGame

jump backJump back to quoted post21 Dec 2015, 09:14 AMJohnnyB
Here you are, a better solution:

1. Remove shreck from volks. Instead, volks can chose one of these 2 upgrades:
a. An STG 44 for the squad leader.
b. Two g43s upgrade.

2. New OKW squad: Tank busters. A 4 man squad, buildable from Med Truck, with an expensive manpower cost and who comes with 2 shrecks by default. The expensive mp cost willprevent blobbing, and it will be fair too, because no amo will be spent on the shreck upgrade. Being expensive as mp cost, they can't be spammed and they will have a poor AI performance because they will have rifles, not automatic weapons, an additional reason not to spam them. This way, the OKW player can chose his early / medium game stage AT solution by building eather the med truck for this squad, eather the Puma tier to build a Puma.
Such units (puma or the tank busters, will most probably need a raketen to support them).

So this solution will invite OKW player not only to stop blobbing, but also used combined arms.

If you guys like this solution that was proposed before, let's support this and convince Relic to adopt it.


/signed

But we both know Relic doesn't give a hot steamy crap about suggestions on the forums, ESPECIALLY the good ones. So sorry to smother such a good idea at inception.
21 Dec 2015, 15:32 PM
#50
avatar of whitesky00

Posts: 468

jump backJump back to quoted post20 Dec 2015, 19:18 PMRappy
Ok guys, since you have a problem with the concept of balance as a whole compared with symmetry of faction, I would like to suggest that usf can no longer double wield any combination of weapons rack weapons... Because y'know it's totally unfair cos axis doesn't get that ability. Nerf nerf nerf!!! Oh and take away your smoke grenade too if you want okw to have a non flaming grenade. Oh and let's button down the ambulance so that it can't continue to move around the map healing usf units once it is originally set up. You guys make me laugh. You have no idea what a broader sense of balance means.


Troller alert!
playercard please
21 Dec 2015, 17:42 PM
#51
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post21 Dec 2015, 08:58 AMJohnnyB


Except rifle grenade, who can deal pretty well with stationary m1919 squads. In fact, chosing this upgrade against ostheer it's not ...let's say... wise. It better works vs OKW.


If you stick to cover vs Ost it can be good. The low durability of Ostheer squads means that double M1919 in yellow or green cover knock Grenadiers down like bowling pins. Forcing them to use 30 muni, micro heavy attacks that you can dodge or mitigate with green cover is telling of just how much M1919s wreck.

I think mortars and mortar HT are the single best counter to double lmg Rifles though, so your right that going lmgs vs Ost is a very bad idea lol
21 Dec 2015, 18:11 PM
#52
avatar of Stark

Posts: 626 | Subs: 1

jump backJump back to quoted post21 Dec 2015, 09:14 AMJohnnyB
Here you are, a better solution:

1. Remove shreck from volks. Instead, volks can chose one of these 2 upgrades:
a. An STG 44 for the squad leader.
b. Two g43s upgrade.

2. New OKW squad: Tank busters. A 4 man squad, buildable from Med Truck, with an expensive manpower cost and who comes with 2 shrecks by default. The expensive mp cost willprevent blobbing, and it will be fair too, because no amo will be spent on the shreck upgrade. Being expensive as mp cost, they can't be spammed and they will have a poor AI performance because they will have rifles, not automatic weapons, an additional reason not to spam them. This way, the OKW player can chose his early / medium game stage AT solution by building eather the med truck for this squad, eather the Puma tier to build a Puma.
Such units (puma or the tank busters, will most probably need a raketen to support them).

So this solution will invite OKW player not only to stop blobbing, but also used combined arms.

If you guys like this solution that was proposed before, let's support this and convince Relic to adopt it.


Relic won't add g43 upgrade becouse fuzz has it. If volks has that upgrade those units would be to similar. Sturmpio has STG upgrade so i guess we won't see that too. I would say to make a small basic upgrade which lead to better damage and durability in cost of increase mp reinforce. It would be called "extra training" or something like that.

Your second option sound really nice. That unit doesn't have to be expensive in mp becouse it would suck vs any other infantry.
21 Dec 2015, 18:16 PM
#53
avatar of __deleted__

Posts: 4314 | Subs: 7

152 687 1857th thread about nerf shreck volks.

Chance of no more thread about shreck volks before Christmas is 1:578 927 616 084.

Sound hillarous Ya ?



Like really guys , shrecks are fine , cost 90 munny and tanks can kite them , arty rekt than and allied infantry too. Doble snipers doo that pretty well too as well as demos and mines.

Use counters, shrecks are fine. Only nerf the deserve ,if any, is -5 range of shreck so tanks can kite them better
21 Dec 2015, 18:26 PM
#54
avatar of whitesky00

Posts: 468

nerf aim time :)
21 Dec 2015, 18:38 PM
#55
avatar of Switzerland
Donator 33

Posts: 545

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.


That would make Bazookas useless again. We're talking about the shriek blob problem, it's a high damage weapon that's quite accurate at long ranges. It's far accuracy could go down or its damage could go down. Giving a universal nerf to the two factions weapons will leave one in a happy place and put the other back to the "do not use" que.
22 Dec 2015, 00:17 AM
#56
avatar of Blackart

Posts: 344

Remove Panzerschreck from Volks. Tired of Volsk blobs running arround and sniping tanks. With Valiant Assaut they can even run at the same speed as tanks.
22 Dec 2015, 00:34 AM
#57
avatar of Antemurale
Senior Moderator Badge

Posts: 951

I propose a unit specialization to the Volk:
-Cost reduced from 250MP to 230MP.
-Squad size reduced from 5 to 4.
-Population decreased from 7 to 6.
-Combat Package: 20MU, increases maximum squad size from 4 to 6, provides Cold Immunity, unlocks Incendiary Grenades. (still needs to be manually reinforced to receive additional models)
-Panzershrek: 75MU, supplies squad with 1x Panzershrek.
This way, they are either a squishy Anti-tank squad that gets wiped more easily (and walked over by Allied infantry) or a decent frontline infantry unit that can hold the line decently against Allied infantry.
22 Dec 2015, 02:33 AM
#58
avatar of GenObi

Posts: 556

Honestly the problems stems from having access to powerful non limiting weapons. Wouldn't it just make sense to just simply remove the shrecks from volks and give them a snare? That will solve so many issues.
22 Dec 2015, 03:52 AM
#59
avatar of IIGuderian

Posts: 128

Achtung!Allied fanbois are real!
22 Dec 2015, 06:18 AM
#60
avatar of kitekaze

Posts: 378

How about volk+streck gain reduce speed only when in combat, same as british heavy engineer?
If so, reduce streck cost to 75 for compensation.
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