Buff Shocks
Posts: 223
Buff their lethality to make them worth using, currently Guards>PPSH Cons>>>>>>>>>>>>Shocks when it comes to what's worth using.
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Posts: 184
Posts: 2184 | Subs: 2
Two things that are minimally required for Shock Troops:
- Increase the range and damage to Rangers and Paratroopers level (it's funny that the 45ACP has more range than 7.62TT, because it is absolutely the reverse)
- Return the use of the smoke grenade separately from the fragmentation.
Posts: 393
- Increase the range and damage to Rangers and Paratroopers level (it's funny that the 45ACP has more range than 7.62TT, because it is absolutely the reverse)
Realistically, wouldn't the rate of fire of the PPsh41s greatly skew the accuracy? Wouldn't giving them higher accuracy make them super OP too?
Posts: 172
and sometimes op
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Posts: 43
Posts: 310
Posts: 353
1.5 Armor mean most Smallarms Expect LMG
Chance 33% to No damage with 6 durable squad
Good CQC fighter but situation to use is Rare case
Vet 1 skill should be change Right?
Posts: 2184 | Subs: 2
Realistically, wouldn't the rate of fire of the PPsh41s greatly skew the accuracy? Wouldn't giving them higher accuracy make them super OP too?
This seems surprising, but the PPSh-41 has a very smooth recoil and is very easily controlled and better controlled than Thompson.
I don't think that increasing range and damage to Ranger / Paratrooper level will do their OP:
- Ranger / Paratrooper not OP
- Ranger / Paratroopers have two more great advantages: the best grenade, self-healing.
Posts: 138
Posts: 13496 | Subs: 1
Patch notes:
Shock Troops
Shock Troops have been adjusted to have lower bleed effects on a player’s manpower due to their short-range while their grenade has been improved to assist with flanks and dislodging team weapons.
Reinforcement time from 6.5 to 5.5 (buff)
Reinforcement cost from 33 to 31 (buff)
Trip-Wire Flares removed
Veterancy 1 now reduces Smoke Grenade cost from 15 to 10
Veterancy 2 -40% Smoke cooldown moved to veterancy 1 (buff)
Grenade Far AOE from 0.15 to 0.5 (buff)
Grenades now share a cooldown (nerf)
Grenade damage type from small explosive to big explosive; can now damage ambient buildings (buff)
Note that the grenade does more than 3 times damage Far which is major buff and the reason why it share CD with smoke grenade.
Thompson do not use a typical SMG profile since their mid DPS is way to high and the reason is to make USF elite infatry more attractive than the already strong riflemen.
(A better solution imo for USF elite would be to lower CP, restrict weapon upgrades and increase utility by providing smoke/fragmentation grenades without tech.)
Posts: 1355
Wait till 2-3 of them rush your units. Shock troops are the Russian equivalent to "omae wa mu shindeiru".
You can't/ shouldn't get 2-3 Shooks because they will bleed your manpower.
1 is already a heavy manpower investment, short and long time.
I use Shooks and they are not worth the investment, high risk low reward (but i like them ), they definitely need a buff.
Posts: 223
Wait till 2-3 of them rush your units. Shock troops are the Russian equivalent to "omae wa mu shindeiru".
What's the difference between Penal/Guard a-move blob? 2-3 shocks is only in low level team games probably lol. Even just 2 elite infantry is huge investment in MP.
Posts: 310
You can't/ shouldn't get 2-3 Shooks because they will bleed your manpower.
1 is already a heavy manpower investment, short and long time.
I use Shooks and they are not worth the investment, high risk low reward (but i like them ), they definitely need a buff.
Same goes with Rangers and Paratroopers, but still, some people manage to field 2-3 squads for flanking or tank mgs
Posts: 17914 | Subs: 8
Same goes with Rangers and Paratroopers, but still, some people manage to field 2-3 squads for flanking or tank mgs
A lot depends of the backup they have.
What's going to support these elites better?
Cons or BAR rifles?
Posts: 590 | Subs: 10
Posts: 310
A lot depends of the backup they have.
What's going to support these elites better?
Cons or BAR rifles?
BARs definitely
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