Guard
Posts: 2184 | Subs: 2
- They are useless against tanks
- They are useless against infantry
- They cost 360 MP and require a lot of ammo
- They can not buy abandoned weapons
- They are available in 2 CP
they are useless, they are asked to fix ever since the beta test
Posts: 1802 | Subs: 1
Posts: 2070
They can barely go toe to toe with Grens
Posts: 1248
Posts: 17914 | Subs: 8
they can do some decent damage against obers and grens and with RNG they can kill instead of only do heavy damage to models.
I'd argue about that.
They don't have any spectacular DPS and against obers its decreased by 30% at the very least.
They are fine against Wehr, but are just a fodder for OKW if you don't go double sniper.
Posts: 680
Posts: 170
Posts: 8154 | Subs: 2
-Option 2: make guards be able to holster their PTRS after buying DPS. No more viva piñatas!
-Replace vet1 with a "defensive stance" where they increased effectiveness of PTRS (range, rof, whatever).
Posts: 431 | Subs: 1
Relic please, please Fix the guards:
- They are useless against tanks
- They are useless against infantry
- They cost 360 MP and require a lot of ammo
- They can not buy abandoned weapons
- They are available in 2 CP
they are useless, they are asked to fix ever since the beta test
Just
They are for guarding your snipers not fighting at frontline.
Posts: 2070
Posts: 344
They are for guarding your snipers not fighting at frontline.
Well in real life they were elite units created to fight at frontline ex. 8th Guards Army was composed of soldiers who defended Stalingrad, 9th Guards Army was composed of Soviet paratroopers.
The 62nd Order of Lenin Army (Russian: 62-я армия) was a field army established by the Soviet Union's Red Army during the Second World War. Formed as the 7th Reserve Army as part of the Stavka Reserve in May 1942, the formation was designated as the 62nd Army the following month. After an epic combat performance in the Battle of Stalingrad, the 62nd Army was granted Guards status and renamed the 8th Guards Army in April 1943.
Posts: 365
as they are theyre really only good against light vehicles, but conscripts are better because the at grenade is better than button.
Posts: 351
Posts: 1802 | Subs: 1
I think they should remove button, buff their penetration by a lot, and remove the dp upgrade (maybe put it on penals with no button). I feel like guards should be the soviet's infantry based AT option which are vulnerable to AI. Currently they're more like an AI squad that protects sniper openings from scout cars and then proceeds to hand over weapons for the rest of the game.
That's exactly the point. They are support troops to guard your snipers and team weapons early game, and they have good utility to help your other units (Zis, SU88 etc.) finish off even heavy tanks. Kind of jack of all trades.
Guards are fine as they are, the problem is Soviets do not have good core infantry, Cons simply die like flies and don't scale well, and penal are... well they are penals.
Posts: 747
-Option 1: make guards be able holster their PTRS.
-Option 2: make guards be able to holster their PTRS after buying DPS. No more viva piñatas!
-Replace vet1 with a "defensive stance" where they increased effectiveness of PTRS (range, rof, whatever).
+1
Posts: 344
Other imbalance - Panzershrecks seem effective at infantry, they can hit inf models and kill them with 1 hit, yesterday I killed a soviet snajper unit with 1 shreck hit from close distance; but PTRS seem ineffective against inf.
Posts: 647
give dp-28s fotm so its the soviet version of bars, so they dont lose so much dps on the move and unlike bars, dp28s are great at range.
Posts: 422 | Subs: 3
Posts: 587
very awkward unit to use, but when they get their dp28s firing at a good constant pace, they are very useful as a line unit.
give dp-28s fotm so its the soviet version of bars, so they dont lose so much dps on the move and unlike bars, dp28s are great at range.
DP-28´s shooting on the move?`, i wonder why does this stat exists on COH2stats?
http://www.coh2-stats.com/small_arms/guard_troop_dp-28_light_machine_gun_moving_mp
Posts: 17914 | Subs: 8
Giving the ptrs a very long firing range would solve the problem imo.
It used to have 45 range, which actually made it somewhat decent, but then it was nerfed.
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