Is raketen ever going to get better?
Posts: 31
Please give OKW a pak maybe after teching?
Posts: 955
Im not sure about range increase, its not possible that range would be the only reason it dies so fast, though it is an option
Another option would be a five man crew
Also improving its spacing so the two man behind the gun have an aura that deters them from coming close together is something that should certainly be done
Also, the sneaking while cloaked definitely has to go. Ahh, what a cancer...
Even the stationary nondoc camo can be irritating AF, but that should probably stay
Posts: 783
Yeah, OKW really lacks in the AT departament, this should give them a bit more of a chance against allied LVs.
+1. Very true indeed. They really do lack in the AT department.
Rak needs changes as it fulfills more the role as recon than it does an AT support unit. It fails on many occasions to be the AT unit it needs to be! It simply can not be relied upon currently.
I know it is used, it is simply frustrating but all in all, it is completely unreliable when it comes down in need of AT support in contrast to other available AT in game.
What it needs is complete nerf on camo (nerf on recon department) and improvement on their AT.
Make range as any other and make it 5 man. Why, because it already has the highest received accuracy. The reason as to why it has bad/terrible target acquisition is because it does not the time to acquire due to its limited range. Range definitely needs improvement in order to do better.
List of changes I think it should get:
- Rak should be more expensive, come later, made better for AT purposes.
- Camo should nerfed to the point where it can not move. Have to setup before camo, can only rotate. Can only start moving vet 1, but like grandpa speed!
- Crew should be 5 man since its current vulnerability is batshit insane. Highest received accuracy plus having to be closer range is a pure death sentence.
- Range should be the same as any other AT gun in order to fulfill its purposes. Better range for better target aquistion which is really suffers due to that fact!
- Does not come T0 anymore!
- Price increased to 300 manpower.
If the 5 man is too much. Main priority is range fix, because range it the huge factor in determining its supportive role in game. It's current range is the main reason as to why it experience many difficulties such as target aquisition, received accuracy including its survivability. Making its range better would almost, fix its issues. To make it survive better also.
It should be from a recon role to more a AT role. OKW already have a huge, if not, not more than enough recon in their department. They lack AT and that needs changing. It will less frustrating overall, and help better for them to scale, and have at least something accessible that is supportive for once in their AT department. Overall, Nerf their recon department and buff their AT department.
Also made a forum relating to this issue, their lacking AT department.
here is the link: https://www.coh2.org/topic/91739/to-justify-okw-no-caches-no-bases-refund
I explain why they lack AT and how it affects them overall. You can see for yourself if you are interested!
I hope Rak gets some fixes and adjustments. Better AT role!
Posts: 808
Posts: 1323 | Subs: 1
Posts: 3423 | Subs: 1
Please give OKW a pak maybe after teching?
And remove the Rak right? Cause if you use the Rak with stealth creeping, its OP as hell. If you try to use it as a normal AT gun, its terrible. They shouldnt get access to both
Posts: 19
You must also realize that it gets all 3 golden abilities: retreat, cloak, and garrison buildings, plus you don't need to tech for it.
Posts: 3114 | Subs: 2
It pens EVERY Allied stock unit with 100% chance with the exception of the Churchill and Comet, it can cloak to avoid random damage that any other AT gun would get from getting spotted by an enemy infantry squad. And also it can't be focused down by infantry in an enemy offensive to open the way for Allied tanks, since the infantry usually does not spot it. So the Allies must roll in with their tanks and eat a shot.
The role of the Raketenwerfer is to cover OKW early game versus lights up to mediums and take cloaked shots at Allied TDs in a phase where no medium is out yet and Sturmpios often don't cut it. It's cheap and it does it's job very well.
The only problem as I already said in another thread is the RNG wipe it gets by eating a tank shot that often kills two models. The third guy is then shot by infantry and the last one runs off the field. A fifth man will do. Leave RA where it is. Lower RA just leads to more RNG and frustration on both sides, since sometimes your unit makes it out alive since a salvo of shots randomly won't connect and sometimes they will nevertheless and your AT gun is gone again. Also it does not solve the problem of random tank shots wiping half the crew.
Posts: 810
plz dont touch anymore
Posts: 1487
Posts: 2358
Best ATG in the game. Closely folowed by zis.
Best ATG at destroying fences and world objects too.
Its only strenght is versatility, being able to retreat and being more mobile than normal atgs. Aside that its just a zook on wheels
At least zis can use barrage as a poor man's artillery.
Posts: 911
You're probably not using it right. Like SkysTheLimit said you can't use it as a normal AT gun. Having two together walking around cloaked can be devastating to all but the heaviest of allied vehicles.
You must also realize that it gets all 3 golden abilities: retreat, cloak, and garrison buildings, plus you don't need to tech for it.
Youre probably not using it at all if you think building garrison is a golden ability for it.
Posts: 783
1./ Camo
2./ Retreat
3./ Slightly more mobile
(None of them really being for pure AT purposes, more for RECON suitability)
But the thing that makes this the worst AT gun is due to these factors:
1./ Highest received accuracy
2./ Limited Range (forcing it to get closer)
3./ 4 man clumped
4./ Slower Targeting due to limited range (meaning its "time to aim" is limited)
All these combo into a very unreliable AT gun, in terms of AT support and it's overall survivability. Having to get close, means getting closer to death, if you understand what I am trying to say. "Limited Range" meaning limiting its capabilities to serve as an AT gun!
Either make RAKS range better or reload way faster (cuz USF AT gun has the fastest reload of all AT on top of having the best range in game). Raketenwerfer needs to do better to fulfill its designated role!
It can not scale well, its not good against vehicles because of its range. If you compare USF AT gun for similar price. It decimates lights because its targeting, reloading, range is all faster and better than the Rak. Even its abilities are more effective.
I think nerfing Raks camo (its recon role) to suit better an AT role would be great, balanced.
If I had to compare to the Zis-gun, it is way better. It has the range, survivability, its effectivness and impact on the field is far greater. It can even provide infantry support which makes it all the more better.
Clearly, the only true purpose Rak serves is as a Recon and an Assassin role. Not as an support AT role!
Posts: 19
Youre probably not using it at all if you think building garrison is a golden ability for it.
Don't get me wrong it's pretty situational, but it's definitely one that is useful if you know how to use it. It significantly increases the survivability of the crew and can be instant tank denial of an area if there is a building overlooking a resource point, or if you put it at a choke point on more corridored maps or close quarter sections.
But that's besides the point, shit I made an entire stupid meme video of Tightrope sending a rak across the entire map through enemy lines undetected, and if he wasn't so unlucky he would have gotten a free kill on a katyusha and probably escaped with the rak because it can retreat. You can't do that with any other ATG.
Posts: 1954
The thing is, it has the so called best attributes being:
.......
But the thing that makes this the worst AT gun is due to these factors:
1./ Highest received accuracy
2./ Limited Range (forcing it to get closer)
3./ 4 man clumped
4./ Slower Targeting due to limited range (meaning its "time to aim" is limited)
....
It gets really frustrating to see a vehicle drive through most of the arc of the raketen and watch the raketen NOT fire, especially when the one hit would kill the vehicle. I almost always get one or two but the aim time (not sure if that is what the stat is called) is terrible.
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