I would be for buffing the unit if riflesmen started with at grenades. The kubel was nerfed because you could not lose to usf in the first couple of minutes. They were balanced vs soviets or brits.
It would be fair for Riflemen to get the AT vet 0 instead of vet 1. I guess we will have to see if amends are made!!!
It absolutely sacrifices firepower. Apart from its poor damage (which I can concede is a difference of opinion) any damage it takes is not only sacrificing its firepower, but the surmpioneer's too. Every second it spends repairing it, is a second its not using its early superiority to push.
As you said, OKW is about an aggressive start, cant do that if your surmpioneer is buzy repairing.
How many pros or anyone in general use the Kubel. It is certainly not a highlight if you have to compare to a Universal Carrier. It offers more of an aggressive start and even later on. It does cap but certainly bleeds manpower in the beginning, giving you a better aggressive play.
Kubel caps, there is really no other pros but more cons if you compare.
This might have something to do with why you think the unit sucks...
The reason its not good in combat is its ability to cap. You can't buff its combat unless you increase its cost or remove the capping. But OKWs opening is the last thing in the world we should be worrying about
The carrier is much better, after a hefty munitions upgrade.
That is what I would like, definitely as you have exactly stated. It would do everyone a favour.
Yes, remove cap if buffed in AI performance, it really needs it.
Capping does not seem viable with Kubel after 5min, because it becomes even useless, due to lack of firepower, high vulnerability. It becomes wasted investment in some ways, it cant push at all later on as much as Universal Carrier in comparison.
- Remove Cap (priority)
- Buff DPS, AI performance (priority)
- Increase price (priority)
- Increase speed and rotation (not really that important but would be nice, less importance)
- DPS upgrades (essential addition)
- Remove Detection for something else, like supressive ability costing munitions ( make it similar to Universal Carrier)
I know there are other issues in game, but this should too be resolved.
Why is Kubel the only vehicle in game made useless in after a short amount of time? There is no really no other vehicle that seems that way, it you compare to Universal Carrier for instance. It needs to serve more purpose. It is available but seems more or less derelict at times. Hardly many, especially the pros do not pick it.
Buff its AI performance and remove cap (or not). I really do not care about capping, since in most maps, it is crammed, it is unlikely you can flank every time. Gets countered easily.
I know how to use it, it is frustrating. I use it but it is not viable in many situations. It is lackluster is you ask me. Even the pros agree on that fact, evidently because they never use it. Even if they do, how long and how useful is it actually?
Here is the pros and cons I see for Kubel
Pros
- It caps
- Has an MG
- Costs 210 manpower
- Comes early
- Bleeds some manpower
Cons
- Meant only for 5 min gameplay, early.
- MG is worse than default Universal Carriers damage,
- Not that great a support unit
- Damage low
- Armour low, makes health worse than it is
- Waste of manpower most of the times
- Hardly adaptable compared to Universal Carrier, if urban Uni Carrier can get flamethrower and etc, simply much better
- It is not that fast, (if it is the lightest vehicle, it should be the faster but it is not)
Now Universal Carrier Pros and Cons
Pros
- Does better default damage than Kubel
- Comes early
- Has better Armour, unlikely to be killed easily by small arms in comparison
- Has 2 upgrades, two deadly options
- MG upgrade, greater DPS, has surpression ability, great harasser
- Can heal for 15 ammo
- Can transport by default
- Can last to mid game, maybe longer even
- Serves better purpose overall
- Great Support Unit
- Adaptable even in Urban Areas
- Great Manpower bleed
Cons
- Costs 260, a little more but worth the investment if you ask anyone.
- Can not cap
- Vulnerable to AT
Kubel, make it similar in terms of Universal Carrier. Currently, is it is usually a bad investment that can already decide the early game, depending heavily on which maps your are on. It is hardly adaptable. Other light vehicles do not have to take as much consideration as the Kubel, because of how bad it is in many situations.
Give it maybe approximately twice the firepower it currently has. It is bad enough as it is already being the most vulnerable light vehicle there is , therefore it would be fair enough for it to do some more damage.
Before it could damage Universal Carrier's Health nearly by half, now it does only 1/5 or 1/6. Hardly the way it was before, worse now. It is evident.
Veterancy is another issue.It might be a bug but I always never seem to get Kubel any higher than vet 2. It is slow its rate, and it seems to me that it is a vehicle never meant to hit higher veterancy than that.
I know it's purpose it to cap but how long would it be that viable is the question. Usually, it is only good enough within 5 min. It is not that good a support unit, it should do better. If it can cap, what other purpose can it do, support. It is not that good, it should do better.
Give buff and increase price to 240-250 (around there). Give also some upgrades if possible. Universal Carrier in comparison serves better overall, lasts for longer periods, serves better overall. Remove ability to Cap if needed to serve more for AI purposes which I believe it needs to do.
Got an idea for an upgrade, it is called "Obers" obersoldaten driving & manning the vehicle, MG damage would be from 4 to 6 damage. Costs around 30 ammo. Would be fair, at least that is what it needs.
Should get an ability called "Roadkill", rams 2 models, the kills are guaranteed, costs no munitions.
We know that these two factions in game do not have a sniper. It would be quite nice if they could have them by default.
My idea is that both the Pathfinder and Jager Light Infantry, (the doctrinal units should become default units) both costing the way they are or higher is needed so.
Both should start off with default weapons and have access to an upgrade costing around 70-90 ammo (increase deadliness, upgrade access should become accessible mid game), to give enemy snipers a chance to escape survive better early - mid game.
Counter sniping for both of these factions is quite annoying. Since the only real mechanic to counter snipe would be to get a sniper also.
This would greatly increase the diversity of the game.
I think this would be a great addition to both factions to increase more infantry gameplay, rather more focus on the vehicle gameplay.
These units should be costy too. Remove them from doctrine to make them default accessible, costing around for both 300 - 360 manpower.
volks are not bad, stop saying that.
If you want to beat IS, flank and rush them with CQC, even trading Spios to expensive IS can be done.
Kubel buff? I dont think so, it come too early to be powerful by any means.
Luchs could use a buildtime buff, but just that
How is Kubel powerful, makes no sense, it is bad. What is so powerful about it because I do not see it? Cant adapt in many situations as any other light vehicle in game, compare Universal Carrier similar price, it is evident. It is only good at capping, basically the onlyy light vehicle that can cap mainly, which gives it major downsides, since many maps are urban, not much space, only this unit for early game. Should have more AI focus instead, remove Cap. It takes lots of damage, does little damage even for that matter, it is bad.
Volks, depends heavily on ammo. Without it, they are crap. Grenadiers are better for sure.
Sturmpio, should be 5 models, costs 340 or less, to make it capable for aggressiveness, close quarters. If this happens, remove STG for volks. Give them instead MG34 or MG42 upgrade, make volks, long range unit focused.
Luchs for a specialist, should have slight adjustments in accuracy. Other vehicles does better.
If they are not bad, tell me, are they good by default or what is it that makes them good without the reliance on ammo the Volks?
Even the Kubel? If it were that powerful, everybody would at least pick it but no, it is hardly chosen, in comparison to Universal Carrier UKF which can actually be considered powerful.
If you do not play OKW, then you can not tell how good the units are. Otherwise you would not say, Kubel being powerful as it or Volks are not bad without giving any reasons for it (by default without upgrade) !!
When I think about OKW, it can be potentially be a great faction but a faction which you can easily screw up because of predictable and lacking of choices. Their heavy dependance on fuel and ammo.
Most players, even pros go for Volks spam and then Luchs (to maintain aggression since there are not many good options).
The problem usually is Sturmpio and Volks. Both need revamps.
OKW is a difficult faction in order to maintain aggression, mostly against Brits since they counter them quite easily, usually early game, most difficult to go aggressive.
Make Volks instead the initial units, here is why
The issues are
OKW begins with Sturmpios which I think personally is a bad combat unit unless you somehow manage to surprise the enemy close range, scales mainly early game but later, they are just manpower drain. It is bad at medium range although it is stated it is meant to. Does not really seem like a good combat unit later on, that is why many rely on Volks.
Veterancy is also an issue that I have stated on the forums.
Give Sturmpios MP40 instead of Stg44, give them Flamethrower upgrade option in order to maintain aggression. Short range focus.
Volks, remove Firegrenade, to remove their overall versatility. Give them instead a Steilhangranate like what the Panzerfusiliers have. Remove STG upgrade for MG34 or MG42. Long range focused AI.
The reason being is OKW depends heavily on Volks being the only choice more so. This is a way increasing diversion and diversity, decrease dependancy on Volks, forcing OKW to mix up depending on the situation leaves a gap of exploitation at least for allies with vehicles.
Even then, to enable OKW to use other units besides Volks only. OKW is too heavily ammo dependant. Without it is likely they have to rely on vehicles since they have no other choice, predictable right.
Same as having too much ammo focus. MG spam for enemies plus vehicles, having to rely on AT support, in order to get fuel. Kubel will not do anything to change that will it after 5 min!!!
Currently, OKW is a faction that I believe is worse than Wehrmacht due to lack of choice and consistency. That I think personally.
If I have to compare the units which are better
Pzgrens vs Sturmpio (cuz they are alike) Pzgrens are better, even piooners for that matter Grenadiers vs Volks Grenadiers better (since they dont rely on upgrade as much, they do better with default in comparison)
Wehrmacht units performs more consistently, more specialised than OKW. Sturmpio, what does it really do, cant push mid to late game, bad combat unit to rely on. Volks, without STG44 upgrade, they are nothing, even without ammo, they are worse than Conscripts. Apologize for anyone insulted by this, but it is true more or less in some ways.
From another perspective, Volks are the worst default units, heavily relies on blobbing early in order to push. Kubel is a bad choice for support more so than Universal Carrier. Kubel needs changes.
Overall I think OKW has the worst units in order to maintain this form of "aggression" because of the fact that without ammo, there is no aggression possible. Even for that matter, fuel. I play Wehrmacht and I believe they do a better job in maintaining aggression.
OKW requires adjustments for balancing, currently, I feel they are not balanced. I mentioned also on that link the list of units under performing. Check it out to see clearly what I am trying to get at. They need to have units at least performing well by default.
Remove AT Rak from 1st Base until you build another HQ. Get MG option instead, Rak needs adjustments.
Trying to keep an open mind about this, since it is a delicate situation to discuss.
I agree with the points you have agreed on. Keep Obers the way they are. Others needs changing
The real issue is most of the others. The Vet speed is too slow because the requirements are high, also due to the fact how they perform overall which makes it all the more difficult.
Why is Kubel the only vehicle in game made useless in after a short amount of time? There is no really no other vehicle that seems that way. It needs to serve more purpose. It is available but seems more or less derelict at times.
Buff its AI performance and remove cap. I really do not care about capping, since in most maps, it is crammed, it is not like you can flank every time.
Kubel, make it similar in terms of Universal Carrier. Currently, is it is usually a bad investment that can already decide the game, depending heavily on which maps your are on. Other vehicles do not have to be considered as much except Kubel.
Give it maybe twice the firepower it currently has. It is bad as it is being quite vulnerable, therefore it would be fair enough for it to do some more damage.
Before it could damage Universal Carriers Health nearly by half, now it does only 1/6 or 1/5. Hardly the way it was before, worse now. It is evident.
Give buff and increase price to 240-250 (around there). Give also some upgrades if possible. Universal Carrier in comparison serves better overall. Remove ability to Cap
____
Volks now. They are bad by default, terrible. Always lose to Tommies by default, usually able to kill 1-2 Tommies. Grens are better in some ways. If vehicles get buff, nerf volks. Or give them something else, as it is, it is problematic.
The following vehicles needing buff
Kubel
&
Luchs
those two since they perform overall worse than others in their tier and for their price in comparison.
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Decrease the Vet requirements. The only units that I see are fine, in terms of gaining vet perfectly throughout my game experiences are
Volks
Obers
PanzerIV
Panther
These are the units, whose vet requirements are perfect as it is, since it does not take forever as the others. That really needs changing.
Others have incredibly a harder time, some never even high than vet 3, takes drastically more time because of some units lacking its performance to gain to that certain level
OKW as it stands, a faction that needs more development, and thinking through. Currently, there is just many issues. It would rather stick onto Wehrmacht since I personally think they are better overall, although does need slight adjustments but not as much as OKW.