Thoughts on Panzergrenadiers
Posts: 1614 | Subs: 3
Could probably do the same with the Mechanized Grenadier Group, which is woefully underused.
Posts: 682
Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!
Wow, people want something they don't have! I don't think anyone on this planet has ever felt this before.
Posts: 1593 | Subs: 1
Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!
Yeah stoopid axis players hahaha good one mate!
Ontopiczgrens are ok, almost OP ofc.
Posts: 328
Remove the Panzergrenadiers from the Mechanized Assault Group and make it a 2 CP call-in, that sounds fair enough to me. The whole niche of the group is gone with Panzergrenadiers being buildable from HQ.
Could probably do the same with the Mechanized Grenadier Group, which is woefully underused.
+1
Posts: 1392
1. Fix Brits miles-bomb (has no minimal range, only 25mun and OP)
2. Remove tank-traps for US. (give them sand-bags instead and so we can give all tank-traps yellow cover instead of green)
3. Nerf penals
Then we can talk about why Ostheer sucks.
Katitof
Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?
Posts: 1220
2. Remove tank-traps for US
Lol pls nerf tank traps thats something new
Usf need them for late game
Posts: 1392
Lol pls nerf tank traps thats something new
Usf need them for late game
They Need tank-traps for late-game? Please, what's the sence of that?
1. Tank-traps are used for path-blocking-bug (if you don't fix that with my work-around or scar event).
2. They get build way too fast by AEF
+
3. By 2nd. they are way too good for that quick Building time.
-> Change them with sand-bags.
-> if you really "Need" them in late-game, make then unlock in late-game.
Posts: 1220
They Need tank-traps for late-game? Please, what's the sence of that?
1. Tank-traps are used for path-blocking-bug (if you don't fix that with my work-around or scar event).
2. They get build way too fast by AEF
+
3. By 2nd. they are way too good for that quick Building time.
-> Change them with sand-bags.
-> if you really "Need" them in late-game, make then unlock in late-game.
U need them if u want survive axis late game to protect your base
Posts: 1392
U need them if u want survive axis late game to protect your base
So let them be unlocked in late-game.
Posts: 1614 | Subs: 3
Posts: 5279
Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?
Well hopefully there will be less ptrs blobs once they make more than just penals viable. Here's to con buffs and maybe eventually a maxim buff too
Posts: 1392
Why are we dragging tank traps in a discussion about Panzergrenadiers?
Panzer + Grenadier (you even have tank in their name) ^^
Posts: 3053
Guys, guys, guys...
1. Fix Brits miles-bomb (has no minimal range, only 25mun and OP)
2. Remove tank-traps for US. (give them sand-bags instead and so we can give all tank-traps yellow cover instead of green)
3. Nerf penals
Then we can talk about why Ostheer sucks.
Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?
Ah yes the incredibly OP tank traps carrying USF's entire roster ATM.
Why mills bombs have no min range I don't know. I guess they're supposed to be a defensive grenade which makes sense. Also not that huge an issue if we're being real though.
I actually like the 250 though. Put some 5 man g43 german infantry grens in it and roll around pushing off every squad that doesn't have snares, and if a light vehicle shows up hop out and faust it. The thing can even reinforce after vet1.
Posts: 10
I think pgrens should get the ability to plant regial AT mines after they get shreks for commander that have them.
God knows it's a pain keeping a HT alive long enough to plants those mines.
Posts: 3053
Panzer + Grenadier (you even have tank in their name) ^^
Doesn't mean tank traps have anything to do with an infantry squad lmao.
Posts: 1392
Ah yes the incredibly OP tank traps carrying USF's entire roster ATM.
Why mills bombs have no min range I don't know. I guess they're supposed to be a defensive grenade which makes sense. Also not that huge an issue if we're being real though.
I actually like the 250 though. Put some 5 man g43 german infantry grens in it and roll around pushing off every squad that doesn't have snares, and if a light vehicle shows up hop out and faust it. The thing can even reinforce after vet1.
1. early-tank-traps destroy the hole early vehicle-play. Maybe you never play versus people with knowledge of how to destroy the path-finding-system of a map.
2. Self-defens grenades? lol they have same power as Geballte, have no friendly fire and have very fare range. They are simply broken.
3. If they fix ptrs, that would be an option.
Doesn't mean tank traps have anything to do with an infantry squad lmao.
Broken cover-system has something to do with infantry.
Yellow cover is enough for them, give US sand-bags -> passive upgrade for tank-traps in lategame, to use them as tank-blocker. NOT as cover, they were never build as cover elements. Only idiots think that.
Posts: 3053
1. early-tank-traps destroy the hole early vehicle-play. Maybe you never play versus people with knowledge of how to destroy the path-finding-system of a map.
2. Self-defens grenades? lol they have same power as Geballte, have no friendly fire and have very fare range. They are simply broken.
3. If they fix ptrs, that would be an option.
Broken cover-system has something to do with infantry.
Yellow cover is enough for them, give US sand-bags -> passive upgrade for tank-traps in lategame, to use them as tank-blocker. NOT as cover, they were never build as cover elements. Only idiots think that.
No top players spam a bunch of tank traps around to mess with vehicle pathing in 1v1s. They literally only get built for the green cover lol. I'd be totally fine with replacing them with sandbags though. I really couldn't care less, I just didn't see what they had to do with pgrens.
Yeah mills bombs do not equal bundled nades but you're entitled to think what you want to think. They have pretty standard grenade range too. If you want a long range grenade to complain about, complain about riflenades or veteran riflemen grenades lol.
Don't go after squads with ptrs. It's that simple. If he puts ptrss on all his penals then he's gimping his anti-infantry firepower a lot and you should run him over with infantry. Like pgrens.
I don't get how having 1 thing that makes green cover on REs of all things is broken. Heck, it's more of an issue that volks and sections (mainlines) get to make sandbags.
Edit: to clarify, are we talking teamgames or 1v1s here?
Posts: 1527
Permanently Banned
Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!
Literally one person suggested T0 250. I haven't seen anyone else say that. So it isn't "axis" players.
Posts: 1304 | Subs: 13
Total changes are:
-Now available from the HQ after Battle Phase 1
-Population from 9 to 8
-G43 upgrade from 60 to 25.
-Reinforce time from 8.5 to 7.
-Build time from 34 to 28.
-Infantry Doctrine Combined Arms now a veterancy 1 passive. Medkits removed.
-Combined Arms ability now triggers when near allied vehicle.
-Veterancy 2 now adds +16.7% weapon accuracy.
-Veterancy 3 accuracy bonus from +40% to +20%.
Posts: 422 | Subs: 2
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