I don't understand why so many people are adamant that shreks MUST be removed from Volksgrenadiers.
Because it's the strongest handheld AT Weapon on the cheapest main infantry. With Veterancy which is easy to get due to low requirements, they become more durable than Shock Troops. |
not a bug , coaxial mg range 35, 20mm gun 40
He was not 35 meters away for the vast majority of the video, he was easily in range. |
Oh com'on its too powerful medium tank already to give it working MG.
Did you read the title? Or watch the video? Did you even read the thread at all? Or did you just skim "Coxial Machine-gun broken" and shit out a response? |
Good god no! I use the drag-box for everything, even selecting individuals. It's much faster than slowing down to click on a unit to select them. |
Raketen needs to have either more crew members or ope ratable by a single crewman. A major problem the Raketenwerfer has is that being so small, 2 of the crew members are less than a meter apart at all times, the others may or may not bunch up as well. This leads to a weapon that is easier to decrew than any other. |
They can however make building cover.
They can, but it's not feasible at the start of the game. It costs manpower, is restricted to friendly territory, and has a longer build-time than sandbags. You can't build and cap, nor can you make many squads if you start spamming bunkers right away. It provides no benefit to Wehrmacht vs USF at the start. |
Also in response to "Grenadiers will beat Riflemen at long range" I've decided to test it. Squad vs Squad controlled test, long range, no cover, no vet, no outside factors, no retreating, 20 attempts. Grenadiers won 9 times and Riflemen won 11 times.
The number of survivors per-lane is as follows:
Surviving Grenadiers: 3 2 2 2 2 1 1 1 1
Surviving Riflemen: 4 3 3 2 2 2 2 2 1 1 1
In other words, with both sides on equal footing, victory is mostly RNG. You may take one casualty or lose the squad and anything in between. Riflemen seem to have a very slight statistical advantage, but they have a completely advantage in any sort of actual fight unless Grenadiers are caught in heavy cover and force Rifles to charge. But of course Grens in heavy cover aren't out capping, and heavy cover isn't always available nor can they create it. |
And it was stated that one reason was on how the tournament work. You choose Axis faction first, so counterplaying with USF was an issue. Also mapchoice and location.
Doesn't the fact that one faction can counterplay another faction kind of prove there's a major balance problem between them? |
The way I see it, the Jackson could go two ways:
Increased Penetration, Decreased Reload Speed
Increased Penetration, Decreased Damage (120)
I'd be fine with either of those, though the second option would be good because it would make Wehr T3 useful against USF again, whereas currently the Jackson and any other AT unit hard-counter is into uselessness. |
After removing Schrecks, you could also give Volks a Panzerfaust that doesn't engine crit, as a deterrent but not a solution. It's not as bad as a Panzerschreck because they have limited range and you pay for each shot, but it helps fill the gap in AT while providing a munitions drain at even 100% income. |