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Soviet September patch discussion

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17 Aug 2019, 16:38 PM
#241
avatar of gbem

Posts: 1979

jump backJump back to quoted post17 Aug 2019, 15:51 PMJilet


Right but no other faction has access to T1 terminators.


tommies and volks
17 Aug 2019, 16:43 PM
#242
avatar of Kirrik

Posts: 573

jump backJump back to quoted post17 Aug 2019, 15:51 PMJilet


Right but no other faction has access to T1 terminators.


Those "terminators" are worse than riflemen in every way aside of one additional model in their squad.

And maxim setup speed in irrelevant since it has no suppression and narrow cone of fire, meaning it cant do what MG squads are supposed to - stop blobs
17 Aug 2019, 18:02 PM
#243
avatar of Stug life

Posts: 4474

Yea guys it’s only a model , I mean it’s not like volks are strong cause they are basically worse green but have 1 more model
17 Aug 2019, 18:11 PM
#244
avatar of gbem

Posts: 1979

Penals need to be flattened.... they need a worse earlygame... but a better lategame...

Ive already given my ideas for penal changes
17 Aug 2019, 18:18 PM
#245
avatar of Jilet

Posts: 556

jump backJump back to quoted post17 Aug 2019, 16:38 PMgbem


tommies and volks


Volks and Tommies is this serious ?
17 Aug 2019, 18:22 PM
#246
avatar of Jilet

Posts: 556

jump backJump back to quoted post17 Aug 2019, 16:43 PMKirrik

Those "terminators" are worse than riflemen in every way aside of one additional model in their squad.


With 0.02 accuracy and 0.2 ish DPS. But one more model for 20MP.
17 Aug 2019, 18:29 PM
#247
avatar of gbem

Posts: 1979

jump backJump back to quoted post17 Aug 2019, 18:18 PMJilet


Volks and Tommies is this serious ?


I expected doubt against volksgrenadiers... but tommies are without question.... they are terminators


Volks i label terminators since theyre 10mp too cost efficient... hence spamming volks tactlessly is the okw strategy/meta... and is enough to contend with rifles conscripts even penals (with some skill)
17 Aug 2019, 18:30 PM
#248
avatar of Kirrik

Posts: 573

jump backJump back to quoted post17 Aug 2019, 18:22 PMJilet


With 0.02 accuracy and 0.2 ish DPS. But one more model for 20MP.


Yeah and T1 cost plus lowest amount of starting resourses
17 Aug 2019, 20:21 PM
#249
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post17 Aug 2019, 18:30 PMKirrik


Yeah and T1 cost plus lowest amount of starting resourses

To be fair though they can skip the teching up and field 2 of the worst units in the entire game for the advantage of early average map control so it balances out /s
17 Aug 2019, 23:23 PM
#250
avatar of Jilet

Posts: 556

jump backJump back to quoted post17 Aug 2019, 18:29 PMgbem


I expected doubt against volksgrenadiers... but tommies are without question.... they are terminators


Volks i label terminators since theyre 10mp too cost efficient... hence spamming volks tactlessly is the okw strategy/meta... and is enough to contend with rifles conscripts even penals (with some skill)


Actually I think I am with you in that...
17 Aug 2019, 23:26 PM
#251
avatar of Jilet

Posts: 556

jump backJump back to quoted post17 Aug 2019, 18:30 PMKirrik


Yeah and T1 cost plus lowest amount of starting resourses


With the cheapest medium and notorious T-70 etc. Just had a 2v2 playing as SOV bullrushing penals later with T-70 against an OKW no problems. If you are blazing your opponent harder than your starting resources it is no problem i think. But SOV can get faster buildings tho. It is super slow.
17 Aug 2019, 23:30 PM
#252
avatar of Acidfreak

Posts: 281

Can we have commissar's propaganda ability drop faster? I mean the leaflets take a bit of a time. Compared with the german counter part retreat ability.

Also i believe airborne guards dropping weapons needs a fix.
Falls never drop fg42. Will they drop their weapons with the upcoming update?
17 Aug 2019, 23:37 PM
#253
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Can we have commissar's propaganda ability drop faster? I mean the leaflets take a bit of a time. Compared with the german counter part retreat ability.


Meanwhile the German retreat ability gives nearby enemy units 50% more accuracy for a significant time, making it unusable against grouped infantry. I think the two officer forced retreat abilities should be standardized, Both dropping equally fast without buffing nearby enemy units.
17 Aug 2019, 23:38 PM
#254
avatar of 13greed47

Posts: 54


Good points about the AT partisans


only good one is at nade cd and maybe line of sight behind cover (even tho they will have more with september patch)

removing panzersherk is a bad idea imo, first they only have 1 they need 3 hit just to kill a ir halftrack if you didnt figure out that your shit is under attack that your fault. second, they are partisans so they dont survive that much and still cost a tons of pop and mp for a ostrupen squad of 4 mens with no anti infantry power
17 Aug 2019, 23:41 PM
#255
avatar of Acidfreak

Posts: 281



Meanwhile the German retreat ability gives nearby enemy units 50% more accuracy for a significant time, making it unusable against grouped infantry. I think the two officer forced retreat abilities should be standardized, Both dropping equally fast without buffing nearby enemy units.

I agree.
18 Aug 2019, 01:23 AM
#256
avatar of thedarkarmadillo

Posts: 5279



only good one is at nade cd and maybe line of sight behind cover (even tho they will have more with september patch)

removing panzersherk is a bad idea imo, first they only have 1 they need 3 hit just to kill a ir halftrack if you didnt figure out that your shit is under attack that your fault. second, they are partisans so they dont survive that much and still cost a tons of pop and mp for a ostrupen squad of 4 mens with no anti infantry power

The power is not to solo units, it's to pop out behind one's that just escaped, at which the 120 damage is usually enough.
I will ALWAYS support a move towards proper planning and ambushing over 1 click and profit type abilities. A free upgrade from ptrs to Shrek would only mean you need to ore deploy and ambush instead of pop and kill as needed and that would be a good change and a change very much in line with the way infiltration units as a whole seem to be moving
18 Aug 2019, 04:45 AM
#257
avatar of The_Flying_Flail

Posts: 53

I dont think starting off with ptrs with partisans is a good idea. PTRS is weak in the late game and shreks are better all-around. I'd like to see a 5th partisan model at vet 3 as an initiative for preserving partisans for late game considering how squishy they are.
18 Aug 2019, 04:50 AM
#258
avatar of CODGUY

Posts: 888

jump backJump back to quoted post17 Aug 2019, 16:43 PMKirrik


Those "terminators" are worse than riflemen in every way aside of one additional model in their squad.

And maxim setup speed in irrelevant since it has no suppression and narrow cone of fire, meaning it cant do what MG squads are supposed to - stop blobs


Yeah I don't think any starting infantry unit is worse than Riflemen.
18 Aug 2019, 04:52 AM
#259
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post18 Aug 2019, 04:50 AMCODGUY


Yeah I don't think any starting infantry unit is worse than Riflemen.

Stop playing USF then lol.
18 Aug 2019, 05:31 AM
#260
avatar of CODGUY

Posts: 888


Stop playing USF then lol.


I play UKF too but their stuff keeps getting nerfed into the ground lol. USF has some good units but they have without question the worst starting roster in the game by a huge margin.
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