Literally none of what MilkaCow has stated sounded at all worth while or good for the OKW.
At least it doesn't sound good if I'm understanding what he's saying correctly.

Posts: 432
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 11:42 AM
Literally none of what MilkaCow has stated sounded at all worth while or good for the OKW. At least it doesn't sound good if I'm understanding what he's saying correctly. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 07:23 AM
Maybe I'm over thinking it. You may indeed be overthinking it. Remember people, Volksgrenadiers only achieve vet quickly because of PANZERSHREKS, and their consistent combat with mechanized units This means that if you make your Volksgrenadiers become anti-infantry specialists over Anti-Armor specialists. They would then gain vet slower, and any that survive to Vet-5 would indeed have earned it. Also I find that Vet-5 Volksgrens still aren't quite as durable as Shocktroops, just my opinion though I guess. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 07:18 AM
I don't agree with the "munition sink" idea, but I totally agree that the volks blob is an issue, and that's because it's so effective. Giving OKW other options and more versatility on their line infantry is a good idea, gives players more options and makes the game more fun. You mixed up what I said mate. I said the combat package should be 1x LMG-42, 3x MP-40's, 1x STG-44. If I said 2x MP-40's then I did the math wrong and was calculating for a 4-man squad, not a five man by mistake. (I am by far NOT a mathematical person.) Also we already have dedicated flanking infantry with 4x STG-44's in the Sturmpioneers, so we are back where we started. The MP-40's are dedicated hugging range weapons (though apparently nowhere near as good as the PPSh 9_9 ) That would leave the STG-44 and the LMG-42 to do damage at mid-far range until the squad closes in, or the opposing squad closes in. It's a truly dedicated combat package though. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 07:14 AM
Nobody would buy a combat package on volks, unless Obers had their LMG34 removed. Why spend munitions when you can get the same thing for free? How about spending less manpower when reinforcing? Or the fact that Obersoldaten are dedicated Anti-Infantry specialists who destroy infantry with every shot where as Volksgrenadiers with their poor accuracy modifiers (unless Vet-5) will perform consistently less than. Also by making Obersoldaten less crucial to the meta, Volksgrenadiers with an anti-infantry combat package would be preferable, maybe even encourage the construction of the Med-Base + the Mechanized base over a fast Panzer Schwerer HQ. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 06:31 AM
It may just be me, but i kind of find it extremely stupid that storming with masses of cheap infantry at tanks provides better results than countering those tanks with your own tanks. Well there was a time where our tanks were capable of handling fire and dealing out damage from 2-3 simultaneous targets. But some complaints were made, some nerfs were implemented. It's all this big "thing" that we don't like to talk about. ![]() In any case I'm just trying to help solve the issue by providing the idea of options rather than taking away options. I don't want the Volksgrens to have the strength or capability of the Obersoldaten, that would be insanity. But surely an anti-infantry package like I suggested would provide enough close range power to dissuade Allied players from simply hugging the Volksgren squads, while simultaneously the Longer range capabilities of the single LMG-34/42 and single STG-44 would make them more capable at mid/long range while lacking the precision of the K-98k's to make any real kills without closing in. This would also lock them out of opting for Panzershreks, leaving them vulnerable to vehicles, unless supported by a Raketenwerfer, a vehicle, or a supporting AT squad. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 06:22 AM
I thought it would be cool if... I highly recommend you read this this short wiki article on Volksgrenadiers, and if you feel so inclined, the just as short one concerning the Volkssturm. I found them to be very enlightening. "The strategic emergency and concomitant manpower shortage resulting from the losses in mid-1944 required the creation of infantry divisions that economized on personnel and emphasized defensive strength over offensive strength." "The Volksgrenadier divisions met this need by using only six line infantry battalions instead of the normal nine for infantry divisions — already a common reality for many existing divisions." "The units also had a higher proportion of submachineguns and light automatic weapons and thus relied more on short-range firepower than in standard German Army infantry units." "Automatic weapons like the new "wonder weapon" Sturmgewehr 44 and anti-tank weaponry like the single shot panzerfaust were also used by Volksgrenadier units." I find this article to be my main inspiration for my suggestions concerning Volksgrenadiers. History is not always the answer to video game balance, especially for games based on historical events. Though history may have some suggestions and ideas that we can co-opt, and further inspire even better ideas that can potentially better the game in profound ways. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 05:44 AM
These are already applied to the Panzer-Fusiliers, and to a lesser extent, the Jaeger Light Infantry. It is possible to maintain some unique element while not encroaching on other infantry and their dynamics. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 05:41 AM
I find myself unwilling to accept any ideas that would entirely remove the panzershrek play for Volksgrenadiers. Sorry, but it just wont happen. Also I think you misunderstood my suggestion. I did not suggest an LMG+STG-44 combo. I suggested a combo of 2x MP-40's (Pioneer/Assault-Gren SMG) 1x STG-44, 1x LMG-34/42. This would give the Volksgrenadiers a variety of automatic weapons for short, mid, and long range. But not truly specializing in any of them, since all of their K-98k's would be gone. It would be a pure infantry combat package, leaving them completely vulnerable to vehicles, and the munitions that could have been spent on a panzershrek, instead by that combat package. It's one or more less panzershreks on the field, and still maintaining utility for the Volksgrenadiers beyond K98k's. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 05:22 AM
Volks already scale absurdly well for their cost and your idea is to give them automatic weapon upgrades? I mean, have you ever actually looked at the crazy vet bonuses Volks get as it is? No one would ever bother with Obers again. I've seen them, the only reason they vet quickly and acquire those bonuses is due to the fact they have to consistently engage vehicles. Which in turn gives them an absurd amount of experience. If they were to receive an anti-infantry package as a specialization, they would become very very vulnerable to vehicles, while remaining potent to infantry but also acquire vet more slowly! Surely then by the time they reach Vet-3 or Vet-4, or even Vet-5. It will have been very well earned by survival and use. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 05:13 AM
So you think that the way to stop the schrek spam and obersoldaten killing everthing is to give them even MORE options. What's stopping them from doing the same old thing. This makes no sense. Is this not the same logic that is used when saying Soviet infantry should be buffed while leaving the Maxim the same? Besides that, without the panzershrek, Volksgrenadiers are very very limp units. Given an infantry fighting package would allow them to be more potent while having to specialize in a very specific way. Locking out the anti-armor package for the infantry fighting package, or vice versa would be a far better improvement than outright nerfing the panzershrek. Can't it even be considered without an explosive "no"? Surely you can all open your minds to some kind of new possibilities, Romeo surely can. In: COH2 Balance |
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