Excellent we have the stats of all early game vehicles in this post. Although, I found it odd that the Scout car still beats the kubelwagen even though the kubelwagen's dps is significantly bigger.
probably, dmg per shot and accuracy at range plays a huge role. plus m3 has abit more armour to resist rifle fire so m3 still has the edge over the kubel on the offense.
my guess is m3 are used more aggressively and able to get flank shots in that really destroys the kubel, also being able to load units that also increases the overall dps. while the kubel is more like a suppression platform not aggressively looking to flank, partly due to its poor armour that cannot resist infantry fire as well so going close up to make use of its superior close range dps will get it chewed out by infantry fire. |
revert the reload speed.
sherman can upgrade top mg for addtional infantry damage, while it cost some munitions, i think it shouldnt be discounted for what its worth, while the t34 has to rely on its main gun for the bulk of its damage. |
exactly, if they want to make a faction based on throwaway infantry, there needs to be a replacement infantry unit at the later game. like volks to grens. if not there must be scaling to make them viable in the later games. right now its all punishment for conscripts and their upgrades all cost a huge sum while only being situational.
conscripts arent bad as a utility unit, but soviets need a real infantry combat unit.
guards are the closest thing to mind, too bad they are doctrinal and costs quite abit to upgrade and perform acceptably against infantry. |
i just hate the free area denial gun that okw gets on the truck. its very durable once sited and denies all infantry assaults and damages vehicles.
other than that, kt needs a frontal nerf, obers needing dps nerf, pumas needing a looking at i think they are in a good position. |
i quite agree with the core unit sucking for soviets, but also more with factional balance are not refined yet. this is coming from a soviet perspective.
for example, t34 is a great tank but the reason why it has a very small window of opportunity is because of the laser accuracy of schrecks and their availability on every single volks squad who are spammed.
there are more, like lmg spam for ost, pathetic core infantry choices for soviets. its hard to be really creative using soviets.
every game is a constant rush for soviets to try to counter german long range superiority, by means of tanks, sniper and hmgs. its no wonder why soviets must cheese. in a straight up fight, soviets will lose out in dps output regardless of range. |
or change both isu and JT to be a 50range units, takes deployment to get 80 range.
i really like the idea of shell-shocked infantry. |
to be honest, rather than soviets needing ranged dps to wipe squads, its more like other factions need a tone down across the board.
it is evidence enough that all other factions have some way to destroy hmg from the front by blobbing up and a move in front of an hmg. |
guards are sometimes viable so long as they dont have obers. obers rape guards, at least shocks have an opportunity to force obers away at close up. against a okw that knows how to keep obers at range and firing, guards have no chances. apart from that, they are a pretty solid set of infantry.
against 2v2s good teams, i would say stick to shocks as they give a more decisive edge when they can force mass retreats and people at that level know how to micro obers.
vet 3 guards however, are lovely. |
Some people cannot count. volks only gain one ability for free and that's their grenade which i believe is the worst of the lot. besides that they gain nothing. so scripts are much more useful late game when it comes to utility then volks. and yet while a gren squad can fight of conscripts early game a volks squads will lose. think for that for a moment before you say volks dont need a buff.
that said soviet needs some better AI options but that needs to found in penals.
the only thing i can pick out from here is that you have no idea how to engage conscripts (a simple A+move will do) and you dont understand the utility of schrecks on a standard infantry squad that are spammed in the current meta.
numbers on the nade please, i have seen it doing nothing to my guys in green cover and completely destroying squads too. i feel that it is a pretty standard nade that is indefinitely cheap compared to what the US and sov have to pay for.
these guys are perfect for taking and drawing fire, with the occasional flanking with nades. seems to me like you are using these guys as assault troops instead of sturms or other elite infantry. not to mention with mg34+volks+strums+raketen and a puma can muscle through most strategies that the allies can throw at them. |
Sounds like you are using them wrong.
If you think Oorah/AtNade is hard to land without overextending, try getting Faust hit without having Oorah, its even worse.
And Cons 6man soaks vehicle maingun/native MGs better than a 4man.
Also you have to be retarded not to outrange Shreks or displace before they fire (quite long firing time).
And again, funny how some people completely ignore Ooah/Merge/6man native as if it didnt exist or matter.
Its like they delberately leave it out to try and make Cons look shittier than they really are, to dishonestly support their attempt to make Cons basically have eveyrthing.
again and again you bring up merge and oorah, but fail to mention the free abilities that grens and volks get through teching, which are arguably much more useful than merge or oorah.
the fanboyism in this thread is high. amazing that we have people saying volks are useless and 90muni schrecks are useless. i guess the whinetrain wont stop until volks are armed with mg34s for free. |