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russian armor

Volks nerf

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7 Apr 2016, 02:57 AM
#141
avatar of PanzerGeneralForever

Posts: 1072

jump backJump back to quoted post6 Apr 2016, 22:54 PMaaa

For okw. stuka to t3. All trucks significant cost increase like x1.5

For oh. 222 cost increase bf1 cost encrease, starting mp -60, sniper nerf.


And for soviets nerf everything cuz they're OP :)
7 Apr 2016, 03:41 AM
#142
avatar of Firesparks

Posts: 1930


Ostheer by comparison, must invest significant amounts of manpower in either PaKs or Panzergrenadiers to get early and mid-game AT. And, unlike Volksgrenadiers, Panzergrenadiers with Shrecks are pretty terrible against infantry.


people use 222 for at duty now.
7 Apr 2016, 10:26 AM
#143
avatar of Zyllen

Posts: 770



people use 222 for at duty now.


Which they are intended for in the first place.
7 Apr 2016, 10:55 AM
#144
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post7 Apr 2016, 10:26 AMZyllen


Which they are intended for in the first place.

I'm quite sure the goal wasn't to beat multiple times more expensive units single handedly.
With current cost and for what it does, well, imagine if T-70 would beat P4.

But since the focus was on volks AT, yeah, OKW gets much better deal then ost here.
7 Apr 2016, 11:33 AM
#145
avatar of RiCE

Posts: 284

If you upgrade volks with a schreck its -20% less AI power. I dont think anyone should have any problem to handle a 4 men volks squad with majority of the allied infantry units.

Sure schrecks counter vehicles, especially light ones, but i think its pretty trivial NOT to feed the enemies main AT with vehicles. Like OKW want to remove guards PTRS because it counter light vehicles...

Ofcourse if you keep pushing your vehicles into schreck blobs, then volks can gain vet pretty fast. Sadly allied infantry on vet3 usually perform better than volks on vet5. Not to mention again, allied weapon upgrades INCREASE the infantries AI power, while Volks upgrade DECREASE it compared to the 5 men full potential.

So MAYBE if your opponent invest 240MU and 750MP into volks+panzerschreck, and goes AT, its not a vehicle you should use for counter.

Anyway if relic would bother to fix the OverNerfedSoldaten to be an actual cost efficient AI solution for OKW, then there would be some extra space to balance volks aswell.. maybe force another squad member inactive when a panzerschreck is upgraded, so the single schreck upgrade could decrease their efficiency with -40%
7 Apr 2016, 11:41 AM
#146
avatar of Firesparks

Posts: 1930

the volks doesn't need the schreck as long as they get the faust.


The volks are inherently more durable against vehicle due to their extra squad size, and the okw get access to better vehicle than the 222. I would actually say the volks are superior to the grenadier in the beginning before upgrades and vet kicks in.

if gren+222+pak can handle the stuart, than the volks +luch + raketen can certainly do the same.

As for lack of weapon upgrade, the volks have 5 levels of veterancy. Just give them extra strong veterancy in place of weapon upgrade, or give them weapon upgrade from vet. Instead of buying their weapon upgrade, the volks has to earn them in combat.
7 Apr 2016, 12:38 PM
#147
avatar of RiCE

Posts: 284

the volks doesn't need the schreck as long as they get the faust.


The volks are inherently more durable against vehicle due to their extra squad size, and the okw get access to better vehicle than the 222. I would actually say the volks are superior to the grenadier in the beginning before upgrades and vet kicks in.

if gren+222+pak can handle the stuart, than the volks +luch + raketen can certainly do the same.

As for lack of weapon upgrade, the volks have 5 levels of veterancy. Just give them extra strong veterancy in place of weapon upgrade, or give them weapon upgrade from vet. Instead of buying their weapon upgrade, the volks has to earn them in combat.


That would drop down volks to the bottom of the food chain. As soon as allied infantries start to get their weapons, volks could not keep up with them. Imagine the veterancy buff that is required to keep up with double LMGs. Not to mention you just decreased the number of munition sinks for OKW.

Also there are 3 allied faction. Each represent kinda different options and gamestyles. While on axis side there are only two factions, and this change would just make them more similar.
7 Apr 2016, 13:02 PM
#148
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post7 Apr 2016, 12:38 PMRiCE


That would drop down volks to the bottom of the food chain. As soon as allied infantries start to get their weapons, volks could not keep up with them.

That is different from how it was... ALWAYS how again?
You know, there is a REASON why OKW have 5 dedicated AI squads covering absolutely every single effective range and situation, 2 of them being stock.

Imagine the veterancy buff that is required to keep up with double LMGs. Not to mention you just decreased the number of munition sinks for OKW.

How many muni sinks soviets have in comparison again? OKW have plenty of muni sinks, you just need to pic a doc for that.
And no vet buff makes unit without weapon upgrades compete with one with it, vet3 cons still lose miserably to vet3 LMG grens.

Also there are 3 allied faction. Each represent kinda different options and gamestyles. While on axis side there are only two factions, and this change would just make them more similar.


The two axis armies can cover all the playstyles of three allied armies with exclusion of emplacements, but schwered+med+ISGs cover for that role nicely anyway.

It doesn't matter how many armies there are on the both sides if both have all the tools needed.
Ost and OKW are flexible and have multiple playstyles.
Allied factions dedicate themselves to one or two completely.
7 Apr 2016, 14:08 PM
#149
avatar of Zyllen

Posts: 770

Katitof they have 5 dedicated AI but not infinite mp. and sp's scale well above the regular engineer unit cannot compete with vetted and upgraded rifles and tommies either.
7 Apr 2016, 14:58 PM
#150
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post7 Apr 2016, 14:08 PMZyllen
Katitof they have 5 dedicated AI but not infinite mp. and sp's scale well above the regular engineer unit cannot compete with vetted and upgraded rifles and tommies either.

Go for firestorm doctrine, BAM!
You have muni sink and infinite MP.

Its perfectly possible to build and sustain 3 volks 4 pfussies and upgrade them all, you have no MP problems unless you throw yourself at gunpoint, you have map presence and control, you can get armor supporting you for either more AI or AT.

Sure, OKW doesn't get MP for free, but they hardly lack it if you don't overextend and don't lose models for little return.
7 Apr 2016, 15:26 PM
#151
avatar of Blalord

Posts: 742 | Subs: 1


Go for firestorm doctrine, BAM!
You have muni sink and infinite MP.

Its perfectly possible to build and sustain 3 volks 4 pfussies and upgrade them all, you have no MP problems unless you throw yourself at gunpoint, you have map presence and control, you can get armor supporting you for either more AI or AT.

Sure, OKW doesn't get MP for free, but they hardly lack it if you don't overextend and don't lose models for little return.


3 Volks and 4 Panzerfusilliers is the perfect plan to bleed MP and to be crushed by the first Medium tank
7 Apr 2016, 15:52 PM
#152
avatar of Katitof

Posts: 17914 | Subs: 8



3 Volks and 4 Panzerfusilliers is the perfect plan to bleed MP and to be crushed by the first Medium tank


You don't need to blob all of that on 2 square meter space you know.
7 Apr 2016, 15:54 PM
#153
avatar of Blalord

Posts: 742 | Subs: 1



You don't need to blob all of that on 2 square meter space you know.


I fail to see where i said the opposite :)
7 Apr 2016, 16:18 PM
#154
avatar of Katitof

Posts: 17914 | Subs: 8

The crush by the first med would imply that :)
7 Apr 2016, 16:42 PM
#155
avatar of Blalord

Posts: 742 | Subs: 1

The crush by the first med would imply that :)


Ah, i was not using the word "literally":)
7 Apr 2016, 16:48 PM
#156
avatar of Rocket

Posts: 728

jump backJump back to quoted post4 Apr 2016, 09:06 AMZyllen


They are not. i would say that the okw and the usf are now at the same level in their ability to clear buildings.


No. You could clear buildings easily with sturms alone before this whole lack of building clearing is/was bullshit. Also now with new kubel it + sturms easily clear buildings. Now add incendiary nade and you can't use buildings at all to fight okw they just win every time and building fighting has been huge part of met/most maps. Just like how okw whiners managed to get relic to give them a super P4, again bullshit.

Also a commander was added like USF where you can get flamers and in city maps strums with flamers are pretty insane. enough that it can make this doctrine worth it.

Most the time the incendiary nade is not even used for building clearing its used to plan a retreat path wipe or insta gib models or just to make you have to move out of cover which equals auto wins on engagements most of the time and because they can easily afford to throw them out like fuckin Halloween candy.

There was a reason this faction was missing those things because all factions are missing something other than okw now thanks to the over whelming I heart OPkw community.

USF have to tech to nades it expensive to tech them expensive to throw them, every nade thrown the slower you get weapon upgrades. One usf nade does not clear the mg out of the building takes two.

Cannot fight in building against okw now, but you know its fine that they can.

Volks are cancer right now all you have to do is simply keep them alive thats it and they will eventually vet steam roll because they just don't take dmg from anything and because of that always out push you on vps.

edit* forgot to mention that incendiary nades also make you get out of garrsion and also DENY you to be able to garrison the building again. Unlike usf nades you easily just jump out, jump back in unless its an mg of course.
7 Apr 2016, 18:52 PM
#157
avatar of Rappy

Posts: 526

It's a tricky one. If you completely remove the schrek and replace with faust then OKW have no infantry hard AT. That's a disaster. Best solutions so far are giving OKW a choice of upgrading to AT or AI. That would prevent as many schreks. People only upgrade EVERY volks squad because it's the inevitable/only choice given.

I have another solution which I think would work for all factions, though I bet people here will find it too convoluted:-

Add a weapon population stat to the game (especially for AT). It makes sense that a faction can only support a certain number of Schrek/PIAT/Zook style weapons. Those rounds are not a renewable resource. So it would limit the total number of circulating infantry hard AT weapons for each faction.
7 Apr 2016, 19:07 PM
#158
avatar of MoerserKarL
Donator 22

Posts: 1108

jump backJump back to quoted post7 Apr 2016, 18:52 PMRappy
It's a tricky one. If you completely remove the schrek and replace with faust then OKW have no infantry hard AT. That's a disaster.


thats why relic said several times in there streams, that they are not going to remove shrecks from volks.
Its changing anyway, when every truck needs an upgrade (munition cost)
Then you can choose for an early shreck or medic/repair.
At the moment the only two options for using munition is incendiary nades or schrecks. :foreveralone:
7 Apr 2016, 19:17 PM
#159
avatar of Zyllen

Posts: 770

jump backJump back to quoted post7 Apr 2016, 16:48 PMRocket


No. You could clear buildings easily with sturms alone before this whole lack of building clearing is/was bullshit. Also now with new kubel it + sturms easily clear buildings. Now add incendiary nade and you can't use buildings at all to fight okw they just win every time and building fighting has been huge part of met/most maps. Just like how okw whiners managed to get relic to give them a super P4, again bullshit.

Also a commander was added like USF where you can get flamers and in city maps strums with flamers are pretty insane. enough that it can make this doctrine worth it.

Most the time the incendiary nade is not even used for building clearing its used to plan a retreat path wipe or insta gib models or just to make you have to move out of cover which equals auto wins on engagements most of the time and because they can easily afford to throw them out like fuckin Halloween candy.

There was a reason this faction was missing those things because all factions are missing something other than okw now thanks to the over whelming I heart OPkw community.

USF have to tech to nades it expensive to tech them expensive to throw them, every nade thrown the slower you get weapon upgrades. One usf nade does not clear the mg out of the building takes two.

Cannot fight in building against okw now, but you know its fine that they can.

Volks are cancer right now all you have to do is simply keep them alive thats it and they will eventually vet steam roll because they just don't take dmg from anything and because of that always out push you on vps.

edit* forgot to mention that incendiary nades also make you get out of garrsion and also DENY you to be able to garrison the building again. Unlike usf nades you easily just jump out, jump back in unless its an mg of course.


Dude WTF is wrong with you? Dont take damage from anything ? They get only 20% less received accuracy from vet. THAT is the weakest vet in the game right now. its quite clear you are talking out of you ass.
7 Apr 2016, 19:35 PM
#160
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

jump backJump back to quoted post7 Apr 2016, 19:17 PMZyllen


Dude WTF is wrong with you? Dont take damage from anything ? They get only 20% less received accuracy from vet. THAT is the weakest vet in the game right now. its quite clear you are talking out of you ass.

It's nice that you ignored the other 5/6ths of his argument.
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