I was referring to the Soviet M3A3 or else known clown car.
i know you were, which is why i did the math to include soviet t1. and my point stands, the unit cost is significantly higher and hell, even the teching cost is comparable to the cost of the kuble, theres no reason it shouldn't gulp it down, especially when you consider the power difference that 10mp in the same tier allows for the additional 120mp and 25 fuel are absolutely justification.
Unless the map is really big there is very little benefit in capping since it the built time is close to that of VG that are better at defending the caped area. Reducing built time increase the window of opportunity to use the unit effectively.
the speed compounds throughout the early game though. being able to send your sturm and first volks to Bee line the enemy cut off while the kuble can zip around and back cap with less down time makes a difference, add in being able to cause bleed without taking any if it does run into something, or being able to quickly respond to even the other side of the map if say combat engies try and decap are very powerful. volks are just infinitly better investmen because they havnt a downside to write about for their price and will scale all game long. but thats not a kuble problem...
also, even in crossing in the woods, a volks kuble build will have sturms, volks and a kuble on the opposite cut off WITH terretory capped before a soviet player even has the resources to build a scout car. thats a lot of fire power to bring to bear, especially given the speed that the kuble can move on past that and grab ground after the initial clash.
I never suggested doubling the DPS. The DPS across car should become more consistent from vehicle to vehicles but I would rather see these vehicles do less DPS and be more durable then do lots of damage.
i didnt mean to attribute that to you, it was the suggestion to turn it from 0.35 long accuracy to 0.7
persdonally i think light vehcles should be a blend. i remeber the kuble that was bullet proof. shooting at a vehcle with 183 guys should mean something, even if its only time off the front.
sure only allies should have A move inf play... and than nerf volks pls.
nobody should have efficient attack move infantry, but just so you know those that are best at it favor long range DPS... something shock notoriously dont.
And why are they not supposed to beat theam ? who said this ? some allied fan boy?
their design says that.... as well as an established meta, based on that role based on stats... shocks dominate infantry combat IF they can close uncontested. falls shooting at shocks as they close and retreating or falling back to support will actually trade very well for falls, add in a grenade and falls will easily win but if you think they are going to EZ mode against the most durable infantry in the game who happens to be designed to fight against infantry (which falls are) you got another thing coming....
Yeah but why ? not because its so good. or the nerf/buff had change anything ... they still dying like flys.
put. them. in. cover.
pick.your. fights.
there is literally no reason that an all range camoable unit should be caught in a fight they cant win handily. if they are close quarters units you can engage from range as they close, if they are too close to risk it then you can let them walk past and nail them on retreat later.
if its something like tommies attack when they are out of cover and/or up close
lead with a grenade if you want
pop valiant assault for =25% more accuracy and sprint to position better and get into the proper range for the target you are fighting
the only thing you need to do to NOT have good results with them is charge them across the map like they are immune to bullets
they are probably the most versatile unit in the game, but they are not shock troop levels of forgiving. its called balance..