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Volksgrenadiers Change

Do you think Volksgrenadiers attain veterancy too quickly?
Option Distribution Votes
19%
79%
2%
Should their flame nades be limited for use against buildings and garrison only?
Option Distribution Votes
13%
83%
4%
Total votes: 107
Vote VOTE! Vote ABSTAIN
1 Apr 2017, 11:23 AM
#1
avatar of JackDickolson

Posts: 181

They were given flame nades because OKW had and still has a hard time against garrisons. They were also given an AI-Upgrade, the MP44, because they weren't a reliable mainline inf past early-game. They were also given the PFaust, due to light tank base rushes. All these changes have been tested thoroughly by the community and finally made it into the live game.

However there are two problems.

Flame Nade: It is being used as a highly effective cover denial tool, an ability they don't need at all. At least not with this lethality. Also, due to the lethal nature and high ROF of MP44s, once an HMG crew catches fire, they get wiped out on retreat.
Code
Do not allow the nade to be used against anything other than garrisons


Veterancy Rate: They also vet up too fast, which cancels the need to build AI specialists or elite call-in inf.
Code
%15-20 increased XP requirement should do the job.



So without messing with their raw stats or veterancy bonuses, or giving cons DP LMGS for example, which is gonna cause troubles; these simple tweaks can make them more balanced against the soviets, especially post-WBP and maxim nerfs.
1 Apr 2017, 13:39 PM
#2
avatar of Taksin02

Posts: 148

grenade assault or flamenade should count as 1 like partisan grenade and molotov
1 Apr 2017, 14:07 PM
#3
avatar of wandererraven

Posts: 353

I have a question
WBP get 1/3 Exp Form Inf AT (meaning Shreck ) it mean Volk cannot vet up Fast like old time
possible put the Shreck back ?
1 Apr 2017, 14:31 PM
#4
avatar of Tiger Baron

Posts: 3145 | Subs: 2

OKW's veterancy and Armor are basically the only things keeping it in the fight, since they are facing superior infantry early on and without the Wehr's early MG they fail to hold any ground at all since their own MG is locked behind a bullshit requirement.

If they however retain they effectiveness and are not underperforming against Allied infantry I do agree with a slight nerf to their veterancy gather so to speak.

As far as the Grenade goes, I'd rather they put the ordinary grenade back rather than nerf the flame one, it's as dual purpose weapon that could simply be replaced like I already said, with a flamer upgrade given to either the Obers or Sturm, however the Obers being late game infantry they're not going to be too effective with it.

So I really don't know, OKW is quite in a pickle with their non-doctrinal anti-garrison capabilities.

They also have no default smoke for infantry to use, and the Leig has no smoke shells either.
1 Apr 2017, 14:50 PM
#5
avatar of karskimies

Posts: 67

Give OKW low range T0 mortar :D and replace flamenade with normal potatosmasher
1 Apr 2017, 15:21 PM
#6
avatar of Waegukin

Posts: 609

The volk's problem is that the STG is good at all ranges. Without that, they'd be fine
1 Apr 2017, 23:42 PM
#7
avatar of Tiger Baron

Posts: 3145 | Subs: 2

The volk's problem is that the STG is good at all ranges. Without that, they'd be fine


And then they will suffer the same as the cons, bad scale during the late game. What are they gonna do with 5 rifles, tickle elite vet 3 enemy infantry of the enemy while struggling to get to their highest vet?

Some balance must be struck.
2 Apr 2017, 00:16 AM
#8
avatar of VonIvan

Posts: 2487 | Subs: 21

Volk redesign? Hard to redesign Volks without nerfing or buffing them too much. I think they're fine as is although vet 4/5 abilities/add-ons could do with changes.
2 Apr 2017, 00:23 AM
#9
avatar of ferwiner
Donator 11

Posts: 2885

The problem with volks is that what WBP did to buff grens was to counter their counters and fix formations. It worked like a charm for grens but becouse volks are very similar to grens, it also buffed volks. And volks were already ballanced before the patch. In effect okw became really strong this patch and a slight nerf to volks would make it more ballanced. Changing veterancy requirements is one of possible choices.
2 Apr 2017, 00:49 AM
#10
avatar of Alphrum

Posts: 808

The problem with volks is that what WBP did to buff grens was to counter their counters and fix formations. It worked like a charm for grens but becouse volks are very similar to grens, it also buffed volks. And volks were already ballanced before the patch. In effect okw became really strong this patch and a slight nerf to volks would make it more ballanced. Changing veterancy requirements is one of possible choices.


didn't all squads get a squad spacing fix? lol. volks op now cuz they spread out more lol this is getting ridiculous
2 Apr 2017, 01:13 AM
#11
avatar of Waegukin

Posts: 609



And then they will suffer the same as the cons, bad scale during the late game. What are they gonna do with 5 rifles, tickle elite vet 3 enemy infantry of the enemy while struggling to get to their highest vet?

Some balance must be struck.

You misunderstand. I don't want to scrap the STG, I want it to have a more defined profile.
Edit: And not consume both weapon slots for reasons unknown. That would nice.
2 Apr 2017, 01:24 AM
#12
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

What is the goal of this thread? Nerf volks so brit IS and rifles can slaughter them again? Last I checked double BAR rifles and double Bren LMGs still slaughter vet 5 volks with StGs.

Side note: The reason OKW has a massive power spike when the StGs come online is because they're locked behind tech and they have little to spend their munitions on early. So once tech goes up, you see at least 2 maybe 3 or 4 StGs come online with little gap between them. Also another part of their powerspike is due to the volks actually gaining a stat bonus at vet 1 unlike some other infantry. USF rifles gain an AT nade and no stat bonus which widens the DPS gap between the 2 squads. It's not till USF rifles hit vet 2 they get major stat bonuses and they spike hard. This veterancy system should be smoothed out IMO and OKW vet 5 compressed and balanced into 3 stars of vet. While some vet 5 stuff is actually worse than ostheer counterparts (LeFH) some of them are game breaking (Command Panther).
2 Apr 2017, 06:47 AM
#13
avatar of Vipper

Posts: 13496 | Subs: 1

ST44 is a bad design and most issue derive from that. On the other hand VG is the only think that hold OKW in the game and the offender on the other side of the fence are equal if not even worse.

There are number of change that should be implemented like:

1)Remove sandbags and trenches from all mainline infantry. Using heavy cover should be the exception not the rule in infantry fights and allowing some mainline infantry to have the heavy cover bonuses when and where they want should not be allowed.

2) Weapons upgrades that improve that do not use weapon's profiles DPS curves or that remove the weakness in range from squad should not be allow especially to mainline infantry.

VG are meant to be weak mid to close especially vs Riflemen/Conscript the St44 cover that weakness on the other hand the Riflemen should be weak long range so the LMG should not be available to them either or Penal should not have that much DPS far.

Imo small arm fires for mainline infantry should be redesigned keep in mind the principals of weapon profiles and relative positioning.
2 Apr 2017, 07:35 AM
#14
avatar of wandererraven

Posts: 353

Volk with MP40 if want close range combat
2 Apr 2017, 07:55 AM
#15
avatar of Dangerous-Cloth

Posts: 2066

They seemed to be fine when terminator riflemen run around the field and double wielding tommies were making out the rules. Strange indeed.
2 Apr 2017, 08:47 AM
#16
avatar of insaneHoshi

Posts: 911

Get it April fools!
2 Apr 2017, 12:33 PM
#17
avatar of strafniki

Posts: 558 | Subs: 1

Volk with MP40 if want close range combat


if mp40's wouldnt be such gardening awful puddingguns - yes
2 Apr 2017, 13:46 PM
#18
avatar of karskimies

Posts: 67

MP40 upgrade, but they should hit med range for a bit too. Scale firerate down when shooting farther so it would not be as bad as Assgren version.
2 Apr 2017, 15:38 PM
#19
avatar of ZombiFrancis

Posts: 2742

jump backJump back to quoted post2 Apr 2017, 06:47 AMVipper
ST44 is a bad design and most issue derive from that. On the other hand VG is the only think that hold OKW in the game and the offender on the other side of the fence are equal if not even worse.


StG was just a replacedment for Panzerschrecks. As such, they are timed for when Volks needed a form of AT to handle light vehicles. The implications of the StG timing was never really considered. (As the goal of the time was to break volks schreck blobs, not redesign OKW or fix their matchup against Soviets.)


There are number of change that should be implemented like:

1)Remove sandbags and trenches from all mainline infantry. Using heavy cover should be the exception not the rule in infantry fights and allowing some mainline infantry to have the heavy cover bonuses when and where they want should not be allowed.


I don't have too much of a problem with sandbags themselves. What I do find a bit suspect is the ability for sandbags to be built up against things like VPs. (Although for that IMO VPs should always be rotated 45 degrees so that that their corners are facing the lane/HQs.) The 'free wire' in the cap circle does give a pretty strong advantage to volks and cons. But that's another issue entirely I'd say. Pios building sandbags is just fine I think.


2) Weapons upgrades that improve that do not use weapon's profiles DPS curves or that remove the weakness in range from squad should not be allow especially to mainline infantry.


They should cost fuel. It worked well for vCoH with BARs, (and sorta with panzerschrecks with PE). I think the weapon racks are kind of a nod to this notion. Munitions upgrades should constitute a more role change: AI to AT, rifles into SMGs, getting LMGs (mobile to stationary), etc.

VG are meant to be weak mid to close especially vs Riflemen/Conscript the St44 cover that weakness on the other hand the Riflemen should be weak long range so the LMG should not be available to them either or Penal should not have that much DPS far.


I think riflemen LMG is less of a problem if Volks are getting access to something that gives them a mid-close range edge.

Penals SVTs are broken in that they don't have an aim time multiplier for range, so they rapid fire just as much at range as they do at close range. They are also the only infantry that gets a cooldown buff when moving. (Multiplier of 0.5 instead of >1.)

Imo small arm fires for mainline infantry should be redesigned keep in mind the principals of weapon profiles and relative positioning.


IMO, pre-patch Guards were the most balanced allied infantry. Without PTRS or DP-28s they performed closely to how I'd want a squad of infantry to perform against both axis factions. With PTRS they tended to out-muscle Axis attempts to rush a counter.

Volk with MP40 if want close range combat


Yup. Would've worked out well for the faction. That would also allow for Obers to actually take over a role from volks and give OKW a unit that can flank and try to clear team weapons.
2 Apr 2017, 16:02 PM
#20
avatar of mycalliope

Posts: 721

stg44 dmage should be increased i agree
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