^Puppchens are hard to keep alive though. Maybe I'm just butterfingered but I find they get wrecked so easily. Their range is low and their ROF is low and they have no inherent cover so they can get blown away by infantry and even medium vehicles pretty quickly or at least force them to retreat while they can only fire a single rocket sometimes.
I feel I should be using them in bigger numbers instead of one supported by shrecks.
Oh also, I agree on the point US/SOV being able to wreak havoc on OKW with medium tanks in some situations. I've been trying to make good use of the Special Ops Commander by going Medic Truck -> Flak Truck and getting the Panther Call-in, but I find that I have no vehicles on the field until too late when trying to do that. If I invest in a Jagdpanzer IV then I won't be able to afford the Command Panther or even a regular one until very late in the game. Alternatively I can go Repair Truck and get Pumas instead which are a BIT cheaper, but that leaves me with no healing and the need to call in at least 2 Pumas or a Puma+Flak HT to deal with Infantry which puts me further behind the fuel for a Medium/Heavy tank. |
As a general rule when playing OKW with Soviets I keep at least two conscript squads together at all times, if the Sturmpioneers close in on one squad, the second can stay at a distance and focus fire them down together. If they get a Kubel Wagon as well, I'll usually draw fire with one squad and use the second to try and take out the kubel wagon since that's 250MP down the toilet early game.
Combat Engineers are strictly for capping close/safe zones while Cons travel together for protection. |
Is the Kubelwagon able to do anything? I imagine it gets ripped to shreds due to it's large target and low health, but it might be able to flank/suppress the maxim due to it's speed? |
I imagine if they were to put CQC into the game, they would give Soviets sharpened spades instead of bayonets, since that seems to the more iconic melee range weapon for them.
I doubt that they will add this in though, it's really a lot of work and would completely throw out EVERYTHING with infantry combat. It would also be difficult to put in, would it be a straight Damage Per Second calculation like Age of Empires, or random chance of a kill? Do you get a bonus for initiating combat, or is close range combat vs some units just suicidal? Would larger squads just WTFPWN smaller squads regardless of cost? Will we see double team attacks where one Conscript holds the arms of a Grenadier and another works the gut with haymakers? |
^The HQ had some weird bug where you could make multiple ones for free after the initial one was paid for. I only bought it after it was patched out, but I heard it was hilariously broken.
I'm almost certain I remember people talking about balance testing for the commanders, but I'm not certain. Would need someone from Relic to confirm, but I'd be very surprised if they didn't have something before release.
As I said, commanders change the game potentially by so much it's tough to ensure the new stuff is balanced until it goes out into the wild yonder. |
i agree, but, like i said, because relic refuses to test commanders before release on a large scale then it will just turn back into p2w whiners. it they were balanced when released they would no longer be p2w.
I was under the impression they were tested in Betas before release?
In any event, it's hard to balance things like that, I don't blame Relic entirely. Introducing a new commander has so many elements that it's tough to get it right straight away. Not all are overpowered too, my understanding is that Urban Defence Tactics has always been poo (this is the one Soviet commander I actually bought because it looked fun though. I've had mixed success, but overall I only use it when I want to play something wacky) |
I think this is a nice solution, but they really should have every commander available to purchase as well. If I really, really want to get Scavenger Tactics for OKW for example, I should be able to pay $4 or whatever to play it rather than cross my fingers every game.
On the other hand, if I just want to use the basic commanders then this system is a really nice bonus where I might unlock something fun and new to try out as well.
They really should have both optiosn available, I can't understand why they wouldn't make the new commanders purchasable, they have nothing to lose and micro-transactions to gain. |
It seems these common sense changes aren't to the NKVDs liking.
Still think the kubelwagon needs something more to be effective.
I'm willing to give it a shot as it is. I agree that offense for the Kubel was good enough, but I just found it was too hard to escape if it got caught with it's pants down compared to retreating an MG team which made it far too risky to use.
A smidgeon more health so the drunk driver can floor it and get away for repairs will make it that much more survivable and useful.
I think anything else and it runs the risk of becoming too good. it's speed is top notch and it's suppression rate and damage is pretty good already. |
I have my doubts about what a hypothetical trading economy would look like anyway:
Commanders are so much better than bulletins, faceplates or skins they'll probably only be traded for each other (Call them Gold Pieces)
People pay for faceplates and skins so they might be worth something (Silver Pieces)
Bulletins are probably going to only traded for each other, they are just not that important or good. (Copper Pieces)
I cannot see that many people trading Bulletins for Commanders
Someone mentioned it earlier, but it would be nice if you could say, trade 10 bulletins for a random commander drop or something like that. Even sacrificing 10 bulletins for a pure random drop would be nice since you could burn your duplicates that way and get a chance of getting a commander instead. Then better things like skins could be only 5 for a random drop, Commanders can be 1 for 1 maybe? |
The Kubelwagon getting more health is fantastic. Looking forward to taking it for a spin.
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