From my experience they're definitely not underperforming. However, the throw animation takes a long ass time. It's also really easy to notice if your screen is on it |
Don't forget that with Thompsons they become the highest close range dps squad in the game |
The Shocktroops should only be outfitted with Mosin Nagants and be forced to upgrade to PPSh's, and forced to upgrade to smoke grenades. It's only fair right?
there needs to be some sort of penalty if a player decides to dump all their munitions into shreks, and that penalty should be that you suffer in other firepower departments. |
A big problem with OKW's faction design is that they have literally ONE munitions sink in the early and mid game: PANZERSHREKS
In the late game you have doctrinal artillery that serve as ammo sinks. With increased muni rate, OKW was able to more often use abilities such as grenades, and plant mines etc. The Shrek blob was still a problem because there was literally no other munition sink.
To fix OKW you need to not lower the munitions rate, because all that does is prevent OKW players from using grenades and mines to save for shreks. Instead you need to provide OKW players with different munitions sinks.
Maybe make the Retreat Point upgrade cost 100 munitions instead of manpower, force Obers to UPGRADE to the lmg34, Falls to upgrade to their fg42, additional pioneers at the mech truck require a munitions upgrade, etc etc. |
also timezones would be a nightmare. Sagwa (blancat) lives in korea so he it would be very difficult for him to play against Sib who lives in england, etc. |
2v2: Trois point, Hurtgen forest, Crossing in the Woods, Rhzev Winter
axis actually have a really good time in ettlebruck. |
Sorry, but this is nonsense. If a developer buff's a unit that changes the whole early game, he should at least have a clear idea how it can be countered. He should not just make a drastic change and throw it at customers to sort it out for him and then if it turns out op make some adjustments.
This unit should have been tested in beta and a solid counter(s) should have been found before it was released at its current form. I don't know why it was not tested properly in beta, but it could have something to do with the fact that many testers are not putting much time in beta.
theres a lot of things i could say to clear things up about the beta but unfortunately i cant. in any case, there are counters that pq himself has suggested and other counters that i heard from other circles of players, such as fast fighting positions, using buildings to break/avoid suppression, smoke, m20, soviet t2, attacking from multiple angles, elite riflemen, etc. the thing is the majority of these counters wont work in every situation, and thats where the player has to take a step further and see what they can do. |
honestly im a big fan of unorthodox strategies, since theyre interesting and out of the ordinary. i would like to see kubel openers still be good, but more situational and easier to counter. i would like to see the kubel size be increased so that its much easier to be hit by bazookas and at guns (which should counter them), or that bazooka accuracy is increased (the bazooka being something that needs to be looked at in general) |
if relic really doesnt want spam to exist then they can do what they did with the later DoW expansions and just set a hard cap to certain units. as long as effective units exist, you'll see them in quantity.
im not condoning brads decisions, but i think as a community we need to step back and reasses what the term 'abuse' really means. |
just gonna copy and paste what i wrote in the last thread.
PLEASE, stop calling kubel spam 'abuse'. Just because a unit is strong or OP doesnt mean youre not allowed to build them as you please. theyre in the game, and the stats were INTENTIONALLY buffed. people who spam kubels arent abusing anything, if anything they are just spamming. abusing something would be like using the double b4 shot bug, or if you were somehow to cheat and do something that you should not be able to.
yesterday pq mentioned void rays in starcraft2 and how they were incredibly strong early after release, and how blizzard didnt bother patching them until later so that the community can try to find counters. i remember this period quite well, and while it was quite difficult to play against, people actively tried to find ways to beat this. i really hope you guys would try to apply yourself more to the game and try to figure out strategies that would fare better against kubel spam, instead of doing your same strategy and then when it fails coming to whine on the forums.
also, think about jsut nerfs, but think about BUFFS aswell. what in the USFs kit is preventing them from effectively dealing with kubels? is it that bazookas dont have good enough accuracy to hit a small target like a kubel? what about smoke? maybe we should increase bazooka accuracy so that it can effectively counter light vehicles! |