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russian armor

Teamweaponcrews make to much dmg vs kubel

9 May 2020, 21:42 PM
#21
avatar of ullumulu

Posts: 2243



How many other light vehicles cost 210 manpower and no fuel?

It also gets shared veterancy, and can cap points. Should be pretty clear that flanking an mg isn't it's job


Isn't the dodge even cheaper? And can carry even 2 squads? And has no problems to flank axis MG and make the crew to retreat or die? In my experience it do.
9 May 2020, 21:48 PM
#22
avatar of Katitof

Posts: 17875 | Subs: 8



Isn't the dodge even cheaper? And can carry even 2 squads? And has no problems to flank axis MG and make the crew to retreat or die? In my experience it do.

So.. how is a dodge without a weapon going to force that MG off?
It doesn't come with weapon.
If its loaded, then its not dodge alone.
If its upgraded, it costs much more.
9 May 2020, 21:54 PM
#23
avatar of ullumulu

Posts: 2243


So.. how is a dodge without a weapon going to force that MG off?
It doesn't come with weapon.
If its loaded, then its not dodge alone.
If its upgraded, it costs much more.

Even the crew make short Prozess with a German mg crew
9 May 2020, 22:03 PM
#24
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


Remove the kubel MG then?


Shouldn't flank an MG =\= shouldn't have a weapon at all
9 May 2020, 22:20 PM
#25
avatar of ullumulu

Posts: 2243

For once, i see Ullu having a point. But only in the first premise and not in the solutions offered at all.


The situation is pretty simple. Soviets crew are using the archaic Mosin dmg profile. 16 dmg with low accuracy. Accuracy doesn't matter against vehicles therefore they always hit.

You could make support weapon crew mosins do 8dmg and bump up the accuracy by 2x to keep up the same DPS.


I think all 6model crews from Sov make to much dmg with their rifles.

They even make serious dmg to flanking units which are low life.

This issue is only see by sov crews.

They shouldn't have such dps at all.
9 May 2020, 22:30 PM
#26
avatar of Katitof

Posts: 17875 | Subs: 8



I think all 6model crews from Sov make to much dmg with their rifles.

They even make serious dmg to flanking units which are low life.

This issue is only see by sov crews.

They shouldn't have such dps at all.

They don't have anything that would resemble DPS.
They have 20% accuracy at close, 11% at long range.

Unless you are attacking them with vehicle, they will likely never hit it.
9 May 2020, 23:02 PM
#27
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I guess a broken clock can only be right twice a day.

What is higher:

3 x 3.222 = 9.666
or
5 x 1.186 = 5.93

That's at 5 range and "flanking distance".

10 range
9.666 Or 4.26

15 range
4.086 or 3.13

20 range
1.875 or 2.305
9 May 2020, 23:08 PM
#28
avatar of thedarkarmadillo

Posts: 5279


Even the crew make short Prozess with a German mg crew

I'm not sure you are correct, granted I haven't seen the scenario play out so....

However at that point there is definitely a decent risk factor. Whan if another squad shows up and wipes your crew before you deal enough damage to the crew? You just gifted the enemy a garrisonable lv. Have fun dealing with pios, or sturms or God forbid pgrens rolling around your face while you have no snare....
9 May 2020, 23:21 PM
#29
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

RNG is just RNG.

If you somehow make all support weapon crew models focus a single model and you roll a 1 in 3125 or 0.032%, yeah maybe they might do some serious damage. And this is attacking with say Pios with 1.0 RA. Chances are worst if the squad is in cover or has any RA at all.
9 May 2020, 23:31 PM
#30
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

What if we went back to coh1 design a bit? Kubel could do quite a bit of damage in the open with harsher modifiers against cover, better moving stats and could lose the ability to cap. That way you get a sniper hunter/squad chaser/support weapons counter that OKW lacks and it’s balanced because it can’t cap, can’t push units off cover with damage (also remove its pushing units) and is very vulnerable with 3 armour. Kind of a motorcycle design from coh1 which were really useful anti sniper units.
10 May 2020, 00:15 AM
#31
avatar of distrofio

Posts: 2358



Shouldn't flank an MG =\= shouldn't have a weapon at all

"Shouldn't flank an MG" == NOT (Flank MG) == Do not fight (At flanks) of a MG == FIGHT AN MG INSIDE THEIR FIRING CONE (not the flanks).

Well, i dont think kubel "isnt" ment to flank Mgs, instead it has trash durability against 6 man TW crews.
10 May 2020, 02:42 AM
#32
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


"Shouldn't flank an MG" == NOT (Flank MG) == Do not fight (At flanks) of a MG == FIGHT AN MG INSIDE THEIR FIRING CONE (not the flanks).

No idea what you're trying to say here dude


Well, i dont think kubel "isnt" ment to flank Mgs, instead it has trash durability against 6 man TW crews.

It has trash durability against everything. It's a kubel....
10 May 2020, 17:35 PM
#33
avatar of zerocoh

Posts: 930

I really wish kubel had better vet bonuses now that it has shared vet since a vet5 kubel isn't much different from a vet 2 (vet2 speed bonus is the only really good bonus)

maybe get incremental dps for each vet like 222 and m20?
10 May 2020, 17:37 PM
#34
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post10 May 2020, 17:35 PMzerocoh
I really wish kubel had better vet bonuses now that it has shared vet since a vet5 kubel isn't much different from a vet 2 (vet2 speed bonus is the only really good bonus)

maybe get incremental dps for each vet like 222 and m20?


Unlocks the "Detection" ability.

+20% maximum speed.
+20% rotation speed.
+25% ac/de-celeration.

Passive self-repairing.

+20% burst duration.
+30% accuracy.

-29% received accuracy.
Passive suppression.

How's that "bad vet" in any world?
10 May 2020, 17:45 PM
#36
avatar of zerocoh

Posts: 930

self repair don't fix criticals so pretty much useless in real world scenarios and the dps at vet4 is a "too little too late" it doesn't make up when you are trading shots vs vetted infantry and the supression is kinda bugged I think, I never seen to actually supress any squads at all.

so yeah, the really good bonuses are speed and received acc.

another approach would drastically reduce the vet requirements, but that may open space for spam.
10 May 2020, 17:53 PM
#37
avatar of KoRneY

Posts: 682

I think it should come with a friend to drop off at katitofs door
10 May 2020, 19:48 PM
#38
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post10 May 2020, 17:37 PMKatitof


Unlocks the "Detection" ability.

+20% maximum speed.
+20% rotation speed.
+25% ac/de-celeration.

Passive self-repairing.

+20% burst duration.
+30% accuracy.

-29% received accuracy.
Passive suppression.

How's that "bad vet" in any world?

Maybe change the vet 3 target size reduction for more health? Would be a great reward for getting the lil bugger that high up. Would help more against small arms than a target size change anyways wouldn't it?
10 May 2020, 20:00 PM
#39
avatar of KoRneY

Posts: 682

passive self repairing is like, the speed of 1 pio and doesn't fix engine damage.
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