USF Jeep
![avatar of Corsin](/uploads/avatar/10439.jpg?updated=1437409438)
Posts: 600
8 Fausts fired at it and no hits because its bugged and targeting the squad inside. Literally game breaking since it just allowed it to run down 4 squads and a sniper. The damn thing was even stationary for 2 of the fausts.
![avatar of addvaluejack](/uploads/avatar/18836.jpg?updated=1606727920)
Posts: 261
I have encountered this problems several times.
![avatar of ShadowLinkX37](/uploads/avatar/21439.jpg?updated=1478928830)
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![avatar of ShadowLinkX37](/uploads/avatar/21439.jpg?updated=1478928830)
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Posts: 4183 | Subs: 4
Don't disrespect devs please
![:) :)](/images/Smileys/smile.gif)
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
The unit is simply OP. For 200 manpower you get both the vehicle and the crew.
That can be used in a number of way for:
Caping
attack any HMG not in garrison
Defend any point from a lone caping squad since one disembark and have 2 squad
moveable fast repair
a satchel transport
and on top of that a kamikaze mark target/barrage unit.
In addition the unit has more around x1.30 armor than Kubel.
I would suggest that the crew would become unable to disembark and that the armor is reduced even if mean increasing the HP.
The mark target and barrage should also be removed.
![avatar of blvckdream](/uploads/avatar/21827.jpg?updated=1545085779)
Posts: 2458 | Subs: 1
Not sure but weren´t the Faust issues fixed in the last update? If not then they definitly do need to be fixed asap though.
![avatar of SupremeStefan](/uploads/avatar/14291.jpg?updated=1428010492)
Posts: 1220
Imo the problem goes beyond the Faust issue.
The unit is simply OP. For 200 manpower you get both the vehicle and the crew.
That can be used in a number of way for:
Caping
attack any HMG not in garrison
Defend any point from a lone caping squad since one disembark and have 2 squad
moveable fast repair
a satchel transport
and on top of that a kamikaze mark target/barrage unit.
In addition the unit has more around x1.30 armor than Kubel.
I would suggest that the crew would become unable to disembark and that the armor is reduced even if mean increasing the HP.
The mark target and barrage should also be removed and usf as a whole faction.
Why u so hate it. Its cool commander but not really op as u think. No one use it in teamgames so i think this means commander its not op. Shermans are ok but nothing special, for late game jackson and scott are better combo. Wc51 dont save it and u if u want know barrage is bugged because if u kill truck after red flares barrage dont land and u lost 180 ammo and truck this happend to me almost three times so i give up with this commander. Imo the best part of this commander is mortar halftruck and cavalry rifleman.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Why u so hate it.
I don't hate it. It simply OP
Its cool commander but not really op as u think. No one use it in teamgames so i think this means commander its not op. Shermans are ok but nothing special, for late game jackson and scott are better combo. Wc51 dont save it and u if u want know barrage is bugged because if u kill truck after red flares barrage dont land and u lost 180 ammo and truck this happend to me almost three times so i give up with this commander. Imo the best part of this commander is mortar halftruck and cavalry rifleman.
WC51 was buffed to justify taking up 1 commander slot, now it has been merged with m3 so it does not have to be so cost efficient.
Even more so after the changes to USF tech.
![avatar of SupremeStefan](/uploads/avatar/14291.jpg?updated=1428010492)
Posts: 1220
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
the question is that nerf is really necessary ? because people seems dont complain and its just fragile truck with great utilty only strong in first 2min. Seriously think about it. Personally i dont care even dont like it much but why nerf things just because on paper looks op. Its like someone said mechanized is op because have sooo many units but u cant have them all together because they are situational like wc51. I can agree for that price this unit is great but its not game breaker especially in teamgames.
Let me reverse the question, is that all utility really necessary?
Unit should be balanced regardless of faction and commander. Being a bit more cost effective for particular reason is ok, but being silly cost efficient is not.
The unit become extremely effective cost to make the commander more attractive during the first ravmp and these it little to justify is current state after the second.
Especially since the combination with cav riflemen make more op. One can easily get a squad wipe with which is many cases cost more than the WC51 itself.
![avatar of EtherealDragon](/images/avatars/april14_05.png?updated=1398148391)
Posts: 1890 | Subs: 1
![avatar of Crecer13](/uploads/avatar/7985.png?updated=1635749247)
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![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
.. I've rarely seen WC51 used in late game because they almost never get rebuilt so I don't see the point in removing something that rarely gets used...
How many kubels to you see rebuilt? (or even built...)
When the unit occupied a commander slot one could try to justify it because of it.
Since then it was buffer further and merge with m3:
• WC51: 4 to 3 (pop)
WC-51
-Can now be built from the Rifle Command with a build time of 22.
-MG cooldown duration from 1.25/2 to 1.25/1.5
-MG Rate of fire multiplier from 1/0.8333/0.6667 to 1/1/1
-HMG upgrade cost from 60 to 45
-Veterancy requirement from 360/720/1440 to 300/600/1200
-Can now capture territory; Capture and decapture rate of 1.
-Mark Target and 155mm Artillery barrage range from 50 to 60.
The unit is currently simply OP.
![avatar of siddolio](/uploads/avatar/12074.jpg?updated=1566861417)
Posts: 471 | Subs: 1
![avatar of SeductiveCardbordBox](/uploads/avatar/33034.jpg?updated=1550146785)
Posts: 591 | Subs: 1
Both of them have very little use early game but allow the unit to offer a supporting role late game.
The kubel should be given something more, rather than stripping away from the Jeep. The new axis halftrack is similar - it gets to be a reinorce point, bunker down, move mortars in the late game to stay relevent.
Of course the Kubel compares poorly, but the average kubel survives ten seconds and desperately needs some late game utility if it ever wants to see the light of day late game.
CoH2 is all about squad preservation. Units that sharply depreciate in value aren't condusive to that. The Jeep is - early game, but needs MU to upgrade (no gun until a few minutes in) and retains some usefullness late game rather than being a worthless popcap sink.
Unsure why it's 0 fuel, though. Surely it should be 5 or 10.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
The 155 arty is cost inefficient for what it does and the mark target is only an accuracy buff + loiter.
The commander ability now provides the WC51 (crew, cap, drive-by, HMG ), the M3 (reinforce, heal), mark target and off map barrage. It simply too much.
Both of them have very little use early game but allow the unit to offer a supporting role late game.
The kubel should be given something more, rather than stripping away from the Jeep. The new axis halftrack is similar - it gets to be a reinorce point, bunker down, move mortars in the late game to stay relevent.
Of course the Kubel compares poorly, but the average kubel survives ten seconds and desperately needs some late game utility if it ever wants to see the light of day late game.
CoH2 is all about squad preservation. Units that sharply depreciate in value aren't condusive to that. The Jeep is - early game, but needs MU to upgrade (no gun until a few minutes in) and retains some usefullness late game rather than being a worthless popcap sink.
Unsure why it's 0 fuel, though. Surely it should be 5 or 10.
The WC51 combined with car riflemen can easily wipe units even without the HMG.
It can also be used to kill steal any hmg not is garrison or being baby-sited by grenadier forcing even more defensive play from the opponent.
Once more in its current state the unit is simply OP.
![avatar of SeductiveCardbordBox](/uploads/avatar/33034.jpg?updated=1550146785)
Posts: 591 | Subs: 1
The WC51 combined with car riflemen can easily wipe units even without the HMG.
Which is why Cav Rifles are 1cp and they need another 70mu to get their Thompsons. Both upgrades take time.
By the time its all in place you should have fausts in place. But people also need to learn to defend their weapon teams and hammer retreat promptly if units are caught out of poaition by 470mp and 115mu on wheels.
That said, if you went for a 4th or 5th volk squad asap, perhaps you don't. You traded more early presence for less upgrades and a WC will punish that.
Still can't drive into OKW bases, though. Something the brits are hideously jealous of.
The Axis half track (either of them) can also be used to ambush HMGs and pop out to nick it. At vet 1 they can even use the open topped one to reinforce. This is not unique to the WC51.
![avatar of ShadowLinkX37](/uploads/avatar/21439.jpg?updated=1478928830)
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![avatar of SeductiveCardbordBox](/uploads/avatar/33034.jpg?updated=1550146785)
Posts: 591 | Subs: 1
Just so everyone is clear here, this the bug section. Specficially the faust bug not connecting with the WC51.
We are easily distracted.
Does this happen to any other troop carrying halftracks, or is it unique to the WC?
I know it can hit models both inside the transport and, if times right, ones that have already got out. Which is hilarious to watch, may I add.
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