Either
M20 + airborne dropped AT guns (which can be risky since they come pretty late for Kübel/Pumas) and 1919 Paras into M8/Jacksons
or
4 double 1919 Rifles into Captain, AT guns and M8/Jacksons.
Bazookas should be the answer to Kübels and Pumas, but they are currently gutter trash.
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It needs a few things
-AP rounds, so it can actually kill light vehicles like its supposed to
-Mg retreat bug fixed
-Manpower reduction on reinforce cost(its 35 to reinforce right now which is stupid as rifles are 28)
-more HP on the gun, it seems to die from like 2 grenades
If they change these things then at least the unit will be more usable and we can better evaluate if it needs any stat buffs.
Couldn't agree more, especially AP rounds would help against the Puma dominance tremendously. |
Silly Ginnungagap, Kubelwagens can't kill other Kubelwagens because they can't fire on the move.
They said the same about ninjas and they were DEAD WRONG. |
Similar to the saying "Only a ninja can kill a ninja" only a Kübelwagen can kill another Kübelwagen. Or a Stuka. |
Thread: Romeo26 Sep 2014, 01:27 AM
I like that Romeo guy, he is pretty cool and stuff.
Seriously, i'm watching most of your shoutcasts and appreciate your sense of humor. |
I never thought i would say this, but my beloved Jagdtiger (and 70+ range supertanks in general) isn't very good for the gameplay, at least in teamgames.
Tanks that can operate well outside of the range of AT guns (artillery excluded) don't fit very well in the rock-paper-scissors box. Couple that with vehicle snares and less than effective allied handheld AT weapons on small, chokepointy maps and you suddenly don't have much options how to tackle these units.
From experience, the only efficient ways to deal with the Jagdtiger currently are:
1. Don't let them get it.
That only works in a 1v1 scenario. If you let your enemy mass all that fuel, he deserves to have a super unit. In a way that is balanced.
But in 2v2+ in the longrun there is always a point where fuel doesn't matter much - even in a close game. And that's where supertanks and OKW in general gets out of control.
2. Medium tank spam
Spend every resource on T34-85s, M4Cs or Easy8s and then start praying. Pray, that your opponent is a less skilled player than you and doesn't support his supertank as well as he should. Pray that there aren't any mines. Pray that their vehicle snares will bounce. In the end, it as a very risky all-in, and the advantage almost always lies in favour of the defender.
3. Artillery
Not possible in 1v1, because you won't have the damage output to outright destroy a heavy tank. 2 B4 or 3 Priests have the potential to destroy or heavily damage a Jagdtiger, if the shots land right on (a marked-) target. But these kind of ordnance arguably is a higher investment and costs more popcap than the unit it is supposed to destroy.
Therefore the options are limited, once these superrange units are out. AT guns are not an option. The prime tankhunters Jackson and SU85, which are perfectly viable against lets say King Tiger, suddenly become XP-Piñatas for the Jagdtiger. |
I think the Kübel changes apply to the Kübel before it got buffed, which means:
Population cost from 4 to 6
Mid accuracy from 0.55 to 0.5
Far accuracy from 0.35 to 0.16
Rate of fire from 8 to 12
Moving accuracy from 0.5 to 0.75
Moving burst multiplier from 0.1 to 0.5
Moving cooldown multiplier from 0.125 to 0.25
Range from 35 to 40
Mid range distance from 20 to 25
Far range distance from 35 to 40
Nearby suppression multiplier from 0.6 to 0.75
Nearby suppression radius from 10 to 12
Suppression from 0.008 to 0.0053
Firing arc from 45 degrees to 30 degrees
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It wouldn't be a true relic patch if there weren't new bugs to discover. |
That's rather unrealistic -given relic needs to integrate an extra repair facility/truck- with questionable profit.
Crew repair is nothing more than 2 button presses and shouldn't cost to much APM for new players if the following things are smoothed out:
-allow queuing of the "exit vehicle" ability
-remove the 1-2 second delay after crew exits a vehicle and starts repairing (so you can give the "enter vehicle" command immediately afterwards with shift-click)
-repair vehicles automatically if rear echelon squads exits vehicle (annoying if you swap the crew of the M20 for example) |