That is true, but it is the most fun unit there is in game. Best Artillery Piece there is soviets |
Dont have caches (there is 223 tho which DOUBLES income from fuel point) but can salvage wrecks. In 1v1 you will rarely see anyone build caches and in team games you have ost player to do it.
223 is Doctrinal. If it were default, that would be great but it would be considered OP as it is more of a viable choice, cost effective to build for a cache that can combat. I mean it does sacrifice CP, that is really the only downside I see so far. SO NO, that will not solve the problem.
The idea of Jagdpanzer is good. I believe it will balance it overall since OKW lacks in terms of proper AT late game where they are Heavily reliant on PanzerHQ. Jagdpanzer as a back up plan seems fair to me. Only Accessible after when PanzerHQ is built, even after when it is destroyed!!!
This should be a thing. Which other factions base is ever placed at risk. Most certainly an axis would never go to their base to destroy it. So therefore this is a fair and square implementation. |
Would not this idea help balance and counter the General with Command Panther?
Obers being accessible after 2 bases built is a great idea. I explained already why it is balanced in that way.
Jagdpanzer should not come any earlier than any other medium tank in game. It should be like a back up plan (PLAN B) if you happen to lose the PanzerHQ, the only you will be able to build is Jagdpanzer only. Sounds fair and square because of the fact that no other faction has to deploy their base risking it.
PanzerHQ could be changed where an upgrade is required for AA guns.
Currently I think costs 300 manpower and 120 fuel.
AA upgrade should be like 100 manpower and 20 fuel, making the base cost 200 manpower and 100 fuel. In this sense, they have a choice whether they would like to put it forward or not. Price can be different depending on what you guys think?
It would be nice if Ostwind could come by default in PanzerHQ as a choice for later game. |
This would always force JLI or Pathfs to be used and snipers on SU/UKF/OST never being used against USF/OKM.
I like the idea to make JLI/Paths nondoc tho
How about making them cost higher than they usually are (280-300) but do not have an upgrade to increase DPS. To have a "hunter" instead of "sniper". Should be a heavily AI focused unit without any nades, but can place traps (specifically for AI purposes) and camo.
Maybe not a sniper but a "hunter" instead, sounds quite interesting right. I think the weapon upgrade would make it too OP, so take that upgrade away, just go along with default.
It could be also used as a scout unit in that sense. Which USF lacks. OKW Take away Detection from Kubel and make changes to Raketenwerfer.
How does that sound now? |
You dont have to put it at risk. You can deploy it in base sector. You will end up with by far best base defence across all factions.
I mean it sounds easy when you say but OKW has a huge set back which is not being able to build fuel and munitions caches. It has be placed to forward and aggressively, (not too far but good enough that you can support it) to protect vital points.
If OKW could build caches, then I would consider more often placing it behind but I can not because I will put myself in a disadvantage. Usually protect cutting points or protecting fuel and ammo. That is what they have to always do. Many are forced to do so in order to progress in the game. |
Jagdpanzer should not come any earlier than any other medium tank in game. It should be like a back up plan if you happen to lose the PanzerHQ, the only tank at least you will be able to build is Jagdpanzer only. Sounds fair and square because of the fact that no other faction has to deploy their base putting it at risk.
Example would be is if I build Mechanized then PanzerHQ. Later game, I lose the PanzerHQ but the only choice vehicle I have in building a tank would be Jagdpanzer which is accessible in the Base HQ. I can not build PanzerIV and Panther whatsoever if I lose the base. It is like a backup plan. Should be available only after you have built the PanzerHQ. This be a great balance. Remove the doctrine with Panther Commander as a fix. |
Pioneers are using a different version of the MP40:
The weapon changes affect the units that use this weapons:
assault_grenadiers_mp40
basically:
As. Grenadiers
MP-40 V.G.
Ostheer Officer
Are there really different versions of MP40? I did know that. Thanks for answering my question.
|
Are the MP40 changes applied to all MP40 users?
Like the Osteehr Pioneers for instance because it did not mention it. I wonder if that was not mentioned because it is not getting the change or is it getting it? |
"VonIvan built 2"
must have missed this game, but i checked most if not all remaining and never seen it.
"and it would have worked if he paid more attention"
You could say that grenades would never work if X player paid more attention.
The DO REQUIRE a lot of micro and effort to stay alive against infantry, and even more against m3 and wc51. Is this micro and effort worth ?
Simply not worth the micro. I usually watch VonIvan myself, he hardly builds the Kubel. It is rare of him actually using it. Unless it does as good as Universal Carrier (if Kubel would have access to upgrades) then I would have to say yes. #78, My devoted time and effort on that message/s are hopefully well spent. I do hope changes will be made. |
Kubel gets easily countered easily by small arms. What any more reason should there be to give it a deserving buff. Especially when its damage output is also poor. Accuracy also. How is that even balanced
Take Universal Carrier, it's precise comparison. It is a great Light vehicle (way better than Kubel in my opinion) has access to upgrades. The best part is, it serves for longer periods, harasses better and does better in bleeding manpower.
It does not need to cap because what it buys is more time. More precious than one single trait which is capping. Time is everything in the game. It helps them to setup a defensive position in enemy territory early game. Kubel if surprised, you lose easily that 210 manpower which is quite precious.
It has more upsides simply the Universal Carrier. I am sure anyone can agree on that fact. It takes way less damage in comparison to Kubel, does better damage, has better accuracy by default already. Huge distinction and able to vet faster. Just so many more upsides. Cap, who needs capping if it takes away manpower.
Now you guys say that you need AT to counter Kubel, are you serious. I stated clearly that it should still be vulnerable to small arms but should become less so than it currently is. It gets shredded most of the times in close - mid range and even long range (but is less likely). To that extent, it is not that vulnerable.
Tell me which Allied Light Vehicle is as vulnerable or nearly as vulernable as Kubel. It should be a bit more difficult to kill. Currently, it is easy to do so. Armour of vehicle needs some buff also.
SU Conscripts can defeat if with AT nade even without it early. Can rush and stop close range, it will decimate the kubel. Getting Penals and SU scout car. Issue n.1 fixed for SU
USF Riflemen and Echelon can close in to destroy it. Does not take long to tech. A nice change would be is if "nade purchase" comes along with AT nade when purchased, vet 0 is the requirement instead of vet 1, which I do not understand. Issue n.2 fixed
UKF, Has Vickers and Universal Carrier to counter it. Issue n.3 fixed
They can all do well enough in countering Kubel already, if not easier time than any vehicle. The reason why anyone rushes towards a Kubel is because it does so little damage and they do not even need an AT nade to so. If I tried rushing a Universal Carrier in a distance, I will definitely lose 1 model or 2, I must use an AT Faust.
#57, those are the things it needs, it has to serve more purpose. To have more options. Upgrades should include an armour slight buff. Default should be weaker to give early on, a possibility for allies to counter it. Fair and square I would say
Being able to Transport a unit idea is bad, no space inside. Would not fit lol.
It should be like Universal Carrier but slightly more vulnerable if that makes sense. Have upgrades to become so. Upgrades that will sacrifce capping for bleeding manpower instead.
By default, it should be able to cap but which will sacrifice DPS.
Later on, hopefully there will be upgrade options (2 at least) to sacrfice capping instead for better DPS and support. To have alternatives for the Kubel later on. It needs to support later which it currently, ultimately fails to do. It is bad support unit. It does badly, it has to do better than it currently is. To have more options
INCREASE THEN THE PRICE THEN TO 250 manpower if it gets the upgrades it needs. Maybe buff a little by default but the Upgrades is what should make the Kubel perform later on, to scale better.
Early is for Capping, Kubel vulnerable as it is.
After approx 5 min, upgrade Kubel, it becomes a support unit. With the upgrade option comes along with additional armour. That is what it needs to have, upgrades. It is useless being as it is, hardly anyone builds it because of its many more downsides.
|