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russian armor

Clown Cars

12 Apr 2019, 21:31 PM
#21
avatar of adamírcz

Posts: 956

jump backJump back to quoted post12 Apr 2019, 21:06 PMKatitof

How about.... infantry transport?


Kubel and 222 are imo a part of this as well, yet cant transport.

12 Apr 2019, 21:35 PM
#22
avatar of Katitof

Posts: 17914 | Subs: 8



Kubel and 222 are imo a part of this as well, yet cant transport.


Kubel, while it can be grouped with very early non scale-able lights, 222 is its own category and frankly, 222 doesn't lack or need anything in current state, being non specialized, generalist of cheap LVs.
12 Apr 2019, 23:33 PM
#23
avatar of distrofio

Posts: 2358

...
Totally forget that the Ost variant exists
...

Since when OST can land 222's from T0/T1 ?
12 Apr 2019, 23:37 PM
#24
avatar of distrofio

Posts: 2358

@OP I raise you a better idea:
Remove snares from all mainline infantries. (Yes all of them)
Now mainline INF have AT single use abilities, (Pfaust, AT nades) 2 or more to destroy an LV
Move snares to AT specialist squads. (Pgrens upgraded, Spios upgraded, RES, RE, Guards/Penals AT)
Reduce wc51 and m3 SCOUT car armor to kubel levels.
Only UC has some "armor" now but units inside cant attack outside anyways.

Now unarmored LVs have to be dealt with small arms fires, hanheld AT, mines and HMGs.
12 Apr 2019, 23:53 PM
#25
avatar of LoopDloop

Posts: 3053

I am not sure exactly why the UC is considered as a "clown car" when you take into account that it's occupants cannot fire out of the vehicle.


It doesn't make it a clown car but just remember from a balancing standpoint the UC is like practically immune to small arms fire in the early game. Do what you will with that info, I just wanted to point it out.

I think OP is basically just talking more about

jump backJump back to quoted post12 Apr 2019, 17:31 PMLago


In my book? Yes. I'd unlock the molotov as well.

The current design promotes all or nothing on Conscripts.



The problem with moving accuracy is you mess up an engagement as the opponent, your squad's probably dead. And early game wipes swing the game hard.

The WC51/Cav Rifle combo added in the last patch is a retreat-wiping machine.

Trashing the garrisoned squad's moving accuracy is the only way I can think of to break that combo without nerfing the WC51 or Cav Rifles into oblivion.

+1

Also +1 on giving clown car and UC enough health to survive a mine (in exchange for less armor ofc).
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