- Buff its AI performance and remove cap (or not). I really do not care about capping, since in most maps, it is crammed, it is unlikely you can flank every time. Gets countered easily.
I know how to use it, it is frustrating. I use it but it is not viable in many situations. It is lackluster is you ask me. Even the pros agree on that fact, evidently because they never use it. Even if they do, how long and how useful is it actually?
Here is the pros and cons I see for Kubel
Pros
- It caps
- Has an MG
- Costs 210 manpower
- Comes early
- Bleeds some manpower
Cons
- Meant only for 5 min gameplay, early.
- MG is worse than default Universal Carriers damage,
- Not that great a support unit
- Damage low
- Armour low, makes health worse than it is
- Waste of manpower most of the times
- Hardly adaptable compared to Universal Carrier, if urban Uni Carrier can get flamethrower and etc, simply much better
- It is not that fast, (if it is the lightest vehicle, it should be the faster but it is not)
Now Universal Carrier Pros and Cons
Pros
- Does better default damage than Kubel
- Comes early
- Has better Armour, unlikely to be killed easily by small arms in comparison
- Has 2 upgrades, two deadly options
- MG upgrade, greater DPS, has surpression ability, great harasser
- Can heal for 15 ammo
- Can transport by default
- Can last to mid game, maybe longer even
- Serves better purpose overall
- Great Support Unit
- Adaptable even in Urban Areas
- Great Manpower bleed
Cons
- Costs 260, a little more but worth the investment if you ask anyone.
- Can not cap
- Vulnerable to AT
Kubel, make it similar in terms of Universal Carrier. Currently, is it is usually a bad investment that can already decide the early game, depending heavily on which maps your are on. It is hardly adaptable. Other light vehicles do not have to take as much consideration as the Kubel, because of how bad it is in many situations. - Give it maybe approximately twice the firepower it currently has. It is bad enough as it is already being the most vulnerable light vehicle there is , therefore it would be fair enough for it to do some more damage.
Before it could damage Universal Carrier's Health nearly by half, now it does only 1/5 or 1/6. Hardly the way it was before, worse now. It is evident.
Veterancy is another issue. It might be a bug but I always never seem to get Kubel any higher than vet 2. It is slow its rate, and it seems to me that it is a vehicle never meant to hit higher veterancy than that.
I know it's purpose it to cap but how long would it be that viable is the question. Usually, it is only good enough within 5 min. It is not that good a support unit, it should do better. If it can cap, what other purpose can it do, support. It is not that good, it should do better.
Give buff and increase price to 240-250 (around there). Give also some upgrades if possible. Universal Carrier in comparison serves better overall, lasts for longer periods, serves better overall. Remove ability to Cap if needed to serve more for AI purposes which I believe it needs to do.
Got an idea for an upgrade, it is called "Obers" obersoldaten driving & manning the vehicle, MG damage would be from 4 to 6 damage. Costs around 30 ammo. Would be fair, at least that is what it needs.
Should get an ability called "Roadkill", rams 2 models, the kills are guaranteed, costs no munitions.
Kubel needs changes
Posts: 783
Posts: 3032 | Subs: 3
Posts: 591 | Subs: 1
It retains usefulness as a maphack from vet 1.
The only thing is needs is some trickle shared vet from infantry to let it actually get past vet 2.
And a 88mm on top. Maybe a dozer blade.
Posts: 1304 | Subs: 13
After that, maybe give it some sort of ability to make it an ideal unit to rebuild such as camouflauge so it can act as a forward spotter, siphoning or something utility-based that's not just its veterancy 1 map hack.
Posts: 3166 | Subs: 6
The Kubel should at least get shared veterancy and it needs a rotation boost since the vehicle is notorious for getting stuck and being unable to make those harder turns. I believe it's at 32 which is not that great.
A small buff to its speed (from 7.0 to 7.3-7.5) wouldn't hurt either as it is kinda odd that such a small vehicle can get chased down by a heavy M3 scout car (which has 7.3) with ease.
Posts: 13496 | Subs: 1
That makes their performance inconsistent at late part of the game.
Specifically for kubel the unit die to easily. The HP and armor values of car should be brought in line.
Posts: 3423 | Subs: 1
Buff its AI performance and remove cap (or not). I really do not care about capping, since in most maps, it is crammed, it is unlikely you can flank every time. Gets countered easily.
This might have something to do with why you think the unit sucks...
The reason its not good in combat is its ability to cap. You can't buff its combat unless you increase its cost or remove the capping. But OKWs opening is the last thing in the world we should be worrying about
The carrier is much better, after a hefty munitions upgrade.
Posts: 2358
Muni cost of 30 or so. It would be used a couple of times to assist volks or to cap/deny cap
Posts: 955
What if you add a "suppression fire" like Rear echelon?
Muni cost of 30 or so. It would be used a couple of times to assist volks or to cap/deny cap
No, it would not.
I certainly like the idea of shared vet BTW
Posts: 911
The reason its not good in combat is its ability to cap. You can't buff its combat unless you increase its cost or remove the capping.
Tell that to the WC51?
Posts: 682
Absolutely not no.
It retains usefulness as a maphack from vet 1.
The only thing is needs is some trickle shared vet from infantry to let it actually get past vet 2.
And a 88mm on top. Maybe a dozer blade.
You're right, kubel is by far the best light vehicle at all stages of the game.
Posts: 783
This might have something to do with why you think the unit sucks...
The reason its not good in combat is its ability to cap. You can't buff its combat unless you increase its cost or remove the capping. But OKWs opening is the last thing in the world we should be worrying about
The carrier is much better, after a hefty munitions upgrade.
That is what I would like, definitely as you have exactly stated. It would do everyone a favour.
Yes, remove cap if buffed in AI performance, it really needs it.
Capping does not seem viable with Kubel after 5min, because it becomes even useless, due to lack of firepower, high vulnerability. It becomes wasted investment in some ways, it cant push at all later on as much as Universal Carrier in comparison.
- Remove Cap (priority)
- Buff DPS, AI performance (priority)
- Increase price (priority)
- Increase speed and rotation (not really that important but would be nice, less importance)
- DPS upgrades (essential addition)
- Remove Detection for something else, like supressive ability costing munitions ( make it similar to Universal Carrier)
I know there are other issues in game, but this should too be resolved.
Posts: 5279
Tell that to the WC51?
Is this wc-51 that comes unarmed and needs 45mu to get a gun? Are we talking about the same one? The wc51 that unlike any other LV in the game now that doesn't have a weapon unless you buy it? Is that the WC-51 you are talking about? Just want to make sure we're clear that you are INDEED talking about the WC-51 that can cap, but spawns without a gun of any sort.
Posts: 911
Is this wc-51 that comes unarmed and needs 45mu to get a gun? Are we talking about the same one? The wc51 that unlike any other LV in the game now that doesn't have a weapon unless you buy it? Is that the WC-51 you are talking about? Just want to make sure we're clear that you are INDEED talking about the WC-51 that can cap, but spawns without a gun of any sort.
The kubel isnt armed with a gun either, unless you are referring to its water gun.
I jest, but i have no doubt that OKW players would not object for a MP reduction and an upgrade to be actually useful in combat.
Posts: 5279
That is what I would like, definitely as you have exactly stated. It would do everyone a favour.
Yes, remove cap if buffed in AI performance, it really needs it.
Capping does not seem viable with Kubel after 5min, because it becomes even useless, due to lack of firepower, high vulnerability. It becomes wasted investment in some ways, it cant push at all later on as much as Universal Carrier in comparison.
- Remove Cap (priority)
- Buff DPS, AI performance (priority)
- Increase price (priority)
- Increase speed and rotation (not really that important but would be nice, less importance)
- DPS upgrades (essential addition)
- Remove Detection for something else, like supressive ability costing munitions ( make it similar to Universal Carrier)
I know there are other issues in game, but this should too be resolved.
So change its role entirely because you don't like it?
OKW is all about the aggressive start. The Kuble allows them to grab alot of ground very fast and not sacrifice early game firepower as the Kuble is effective enough against Lome units that it will face in the start of the match. Literally all it needs is shared vet so it can remain useful as a utility vehicle once it's too fragile to carry on in the front.
Posts: 911
OKW is all about the aggressive start. The Kuble allows them to grab alot of ground very fast and not sacrifice early game firepower
It absolutely sacrifices firepower. Apart from its poor damage (which I can concede is a difference of opinion) any damage it takes is not only sacrificing its firepower, but the surmpioneer's too. Every second it spends repairing it (which was double hit during the patch that nerfed their repair speed as well as increasing kubel HP and lowering Armour), is a second its not using its early superiority to push.
As you said, OKW is about an aggressive start, cant do that if your surmpioneer is buzy repairing.
On a tangent, the only late game role it has is building it and throwing it away to decap a VP or cutoff.
Posts: 783
How many pros or anyone in general use the Kubel. It is certainly not a highlight if you have to compare to a Universal Carrier. It offers more of an aggressive start and even later on. It does cap but certainly bleeds manpower in the beginning, giving you a better aggressive play.
Kubel caps, there is really no other pros but more cons if you compare.
Take away Cap
Increase Price
Buff AI/DPS
Posts: 450
Posts: 783
It absolutely sacrifices firepower. Apart from its poor damage (which I can concede is a difference of opinion) any damage it takes is not only sacrificing its firepower, but the surmpioneer's too. Every second it spends repairing it, is a second its not using its early superiority to push.
As you said, OKW is about an aggressive start, cant do that if your surmpioneer is buzy repairing.
Very true indeed.
Posts: 783
I would be for buffing the unit if riflesmen started with at grenades. The kubel was nerfed because you could not lose to usf in the first couple of minutes. They were balanced vs soviets or brits.
It would be fair for Riflemen to get the AT vet 0 instead of vet 1. I guess we will have to see if amends are made!!!
Livestreams
49 | |||||
8 | |||||
1 | |||||
0 | |||||
164 | |||||
21 | |||||
20 | |||||
6 | |||||
5 | |||||
5 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
34 posts in the last month
Welcome our newest member, Rehmanshaikh1252
Most online: 2043 users on 29 Oct 2023, 01:04 AM