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Rework Volksgrenadiers&Sturmpioneers

5 Dec 2015, 07:17 AM
#21
avatar of Panzerschützen

Posts: 186

OP playercard pls

Click on the little conscript portrait under my avatar
5 Dec 2015, 07:26 AM
#22
avatar of ABlockOfSalt

Posts: 70

Giving them a light AT upgrade and creating a specific tank hunter squad would likely be the simplest option but realistically if Relic hasn't changed them by now they aren't going to change them. OKW have just been overhauled so more changes are very unlikely.
5 Dec 2015, 13:23 PM
#23
avatar of DonnieChan

Posts: 2260 | Subs: 1

-all allied factions have mg's ----> use them to support your infantry.

-volx have no sweepers ---> mine the flanks

-long range shrek accuracy isn't that good. keep your stuart/t70 behind your bunch of rifles/cons ---> focus down single squads

- use the time for creating "nerf this, nerf that"-threads for playing the game and improve your micro to perform the things listed above
5 Dec 2015, 13:29 PM
#24
avatar of Stafkeh
Patrion 14

Posts: 1006

Volks schreck has to be gone. I dont understand how they are still there after the rework tbh.

Id first try them out on Sturmpioneers, if that doesnt work out a new squad has to be introduced to thefaction. You are not forced to put schrecks on the pioneers... You can just make two or three and put a schreck on one. Problem solved with overworked unit?

I like OP suggestions.

edit: If volks get these stg44's their price should go up or thefaction needs more side teching like the medupgrade for the medic truck etc. The sideteching is a must in my eyes.
5 Dec 2015, 13:57 PM
#25
avatar of __deleted__

Posts: 830

Please.


Seeing you talking about balance makes me chuckle:snfPeter:
5 Dec 2015, 20:16 PM
#26
avatar of Ulaire Minya

Posts: 372



Seeing you talking about balance makes me chuckle:snfPeter:

Why's that?
5 Dec 2015, 20:28 PM
#27
avatar of ZombiFrancis

Posts: 2742

Panzerfausts in CoH1 weren't snares, but did good damage.

If Volks aren't meant to have a snare, then why not have a non-critting panzerfaust variant that deals a higher amount of damage than snares typically do?

Obers should be the ones that have shreks. I don't understand why they don't have that option. By the time they show up on the field, their ability to purchase shreks will be limited by the number of fausts the volks have had to fire all game against allied vehicles.

This makes complete sense for the (intended?) flavor of the OKW.
5 Dec 2015, 20:39 PM
#28
avatar of Planet Smasher
Senior Modmaker Badge

Posts: 632 | Subs: 1

Why not just remove the Schreck package completely and give Volks a Panzerfaust ability when the first truck is set up? Maybe give the Raketenwerfer a slight range buff to better protect against early vehicles, but it's not like OKW is generally lacking in the AT department.

I could also imagine a StG44 upgrade, maybe for 120 Munitions, unlocked when all three trucks are set up. They obviously shouldn't have the same damage profile as PGrens, but it could help them scale better in the late game.
5 Dec 2015, 21:49 PM
#29
avatar of __deleted__

Posts: 830


Why's that?


Because I have beaten you everytime! You losaarhhh!
6 Dec 2015, 01:25 AM
#30
avatar of Tech4417
Donator 11

Posts: 15

Just make a new squad, starts with 4 MP40's(since blobbing MP40's isn't exactly a great idea), can be upgraded with 2 shreks, 90 muni each, so pop one shrek, then the other? Other than that idk, ripping off PG's with sturms is to easy, and giving them to obers means you get a can do everything unit(obers are good AI, and then decent AT?).
6 Dec 2015, 01:33 AM
#31
avatar of Ulaire Minya

Posts: 372



Because I have beaten you everytime! You losaarhhh!

:snfBarton:
6 Dec 2015, 01:36 AM
#32
avatar of BeefSurge

Posts: 1891



And make them perform at 300 mp level.

They should have a small, powerful army, as is evidenced in their faction summary. Currently, they have a large, powerful army with lots of free goodies that they simply don't need.

If you want more starting mp, then you don't need sturms as the opening unit.
6 Dec 2015, 01:45 AM
#33
avatar of ZombiFrancis

Posts: 2742

Just make a new squad, starts with 4 MP40's(since blobbing MP40's isn't exactly a great idea), can be upgraded with 2 shreks, 90 muni each, so pop one shrek, then the other? Other than that idk, ripping off PG's with sturms is to easy, and giving them to obers means you get a can do everything unit(obers are good AI, and then decent AT?).


I figure Obers would have to choose between lmg34 and shrek(s). Even so, given the time they hit the field and their cost and upkeep for reinforcing, Obers with shreks might not be that spammable.
6 Dec 2015, 02:33 AM
#34
avatar of BagBoss

Posts: 4

Lock grenades behind a combat package that gives Volks two mp40s and access to grenades.

Give shrecks to Obers.
6 Dec 2015, 02:44 AM
#35
avatar of Firesparks

Posts: 1930


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good of you to make it public, but I wouldn't encourage him.


Instead okw needs a dedicated tank hunter squad that can upgrade to schrecks. In that way you couldn't spam schrecks.


just stick it on the ober. naturally the schreck exclude the vampire or the lmg34.


Volks'Ardennes Package: 4x StG44 with Panzerfaust: 90 Muni


actually 4 x stg44 is a bit too much. I think just 2 or even 1 is good enough.
faust should come by default.
6 Dec 2015, 02:49 AM
#36
avatar of AchtAchter

Posts: 1604 | Subs: 3



good of you to make it public, but I wouldn't encourage him.



just stick it on the ober. naturally the schreck exclude the vampire or the lmg34.


Schrecks would be delayed till t4 then which is too late. In addition the vet bonuses and abilities don't make sense for that. Obers are hard counter for infantry, I don't think they be made into a hybrid abomination.
6 Dec 2015, 02:53 AM
#37
avatar of Firesparks

Posts: 1930

Schrecks would be delayed till t4 then which is too late. In addition the vet bonuses and abilities don't make sense for that. Obers are hard counter for infantry, I don't think they be made into a hybrid abomination.


panzergrenadier basically have the same problem. It's also the same problem that keep panzergrenadier schreck blob from becoming too strong.

and the flaktruck isn't that late. in between the puma, raketen, and faust I think the okw will have enough for use against early vehicles. Even the luch is useful as a meatshield against the t70 and the stuart. Yes the t70 and stuart will win against a luch, but the luch is durable enough to serve as meatshield. That 400 hp takes a while for the t70 and stuart to burn down.
6 Dec 2015, 03:21 AM
#38
avatar of Aladdin

Posts: 959

Okay, I am also disgusted by Volkschreck spam and as it was implied several times already I am suggesting the same sugestion again.

Volks'Ardennes Package: 4x StG44 with Panzerfaust: 90 Muni
Sturmpioneers Heavy Anti Tank Package: 2x Panzerschrek: 120 Muni(no upgrade or weapon pickup except minesweeper)

Note, keep Volks' kar98k stats while implementing the new things.


Volks shrecks blobs hav to go, but giving sturmpios 2 shrecks for 120 ammo is even worst cause it will be easier to build deadlier shreck blobs of 4 spios with 8 shrecks
6 Dec 2015, 05:24 AM
#39
avatar of The_Courier

Posts: 665

Lock grenades behind a combat package that gives Volks two mp40s and access to grenades.

Give shrecks to Obers.


Shreck to Obers would come too late. Besides, they are designed as anti-infantry specialists.

My primary argument for putting shrecks on Sturms is because they cost more and are more fragile than Volks. Albeit I do worry that would make them a smidge too good against everything.
6 Dec 2015, 05:55 AM
#40
avatar of wongtp

Posts: 647

sturms should not be in t0 when volks are buffed into decent mainline infantry. okw dont need that early game dps.

incendiary nades must be a side grade instead. it should not be free to unlock, like molotovs. similar with schrecks if they are to stay on volks. these weapons are too potent to be free to access.

volks are way too anti all right now with a dps buff. having sturms around also make sure short ranged threats are countered. while volks can be massed in numbers to outshoot both infantry and armour.

this is just before we factor in okw armour superiority.
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