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Thoughts on Panzergrenadiers

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28 Apr 2019, 14:42 PM
#321
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Remove the Panzergrenadiers from the Mechanized Assault Group and make it a 2 CP call-in, that sounds fair enough to me. The whole niche of the group is gone with Panzergrenadiers being buildable from HQ.

Could probably do the same with the Mechanized Grenadier Group, which is woefully underused.
28 Apr 2019, 14:54 PM
#322
avatar of KoRneY

Posts: 682

jump backJump back to quoted post28 Apr 2019, 14:28 PMKatitof


Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!


Wow, people want something they don't have! I don't think anyone on this planet has ever felt this before.
28 Apr 2019, 14:59 PM
#323
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post28 Apr 2019, 14:28 PMKatitof


Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!

Yeah stoopid axis players hahaha good one mate!

Ontopic:pzgrens are ok, almost OP ofc.
28 Apr 2019, 18:13 PM
#324
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

Remove the Panzergrenadiers from the Mechanized Assault Group and make it a 2 CP call-in, that sounds fair enough to me. The whole niche of the group is gone with Panzergrenadiers being buildable from HQ.

Could probably do the same with the Mechanized Grenadier Group, which is woefully underused.


+1
28 Apr 2019, 18:22 PM
#325
avatar of Widerstreit

Posts: 1392

Guys, guys, guys...

1. Fix Brits miles-bomb (has no minimal range, only 25mun and OP)
2. Remove tank-traps for US. (give them sand-bags instead and so we can give all tank-traps yellow cover instead of green)
3. Nerf penals

Then we can talk about why Ostheer sucks.



Katitof


Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?
28 Apr 2019, 18:46 PM
#326
avatar of SupremeStefan

Posts: 1220


2. Remove tank-traps for US

Lol pls nerf tank traps thats something new
Usf need them for late game
28 Apr 2019, 18:57 PM
#327
avatar of Widerstreit

Posts: 1392


Lol pls nerf tank traps thats something new
Usf need them for late game


They Need tank-traps for late-game? Please, what's the sence of that?


1. Tank-traps are used for path-blocking-bug (if you don't fix that with my work-around or scar event).
2. They get build way too fast by AEF
+
3. By 2nd. they are way too good for that quick Building time.

-> Change them with sand-bags.

-> if you really "Need" them in late-game, make then unlock in late-game.
28 Apr 2019, 19:02 PM
#328
avatar of SupremeStefan

Posts: 1220



They Need tank-traps for late-game? Please, what's the sence of that?


1. Tank-traps are used for path-blocking-bug (if you don't fix that with my work-around or scar event).
2. They get build way too fast by AEF
+
3. By 2nd. they are way too good for that quick Building time.

-> Change them with sand-bags.

-> if you really "Need" them in late-game, make then unlock in late-game.

U need them if u want survive axis late game to protect your base
28 Apr 2019, 19:03 PM
#329
avatar of Widerstreit

Posts: 1392


U need them if u want survive axis late game to protect your base


So let them be unlocked in late-game.
28 Apr 2019, 19:37 PM
#330
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Why are we dragging tank traps in a discussion about Panzergrenadiers?
28 Apr 2019, 20:08 PM
#331
avatar of thedarkarmadillo

Posts: 5279




Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?

Well hopefully there will be less ptrs blobs once they make more than just penals viable. Here's to con buffs and maybe eventually a maxim buff too
28 Apr 2019, 20:14 PM
#332
avatar of Widerstreit

Posts: 1392

Why are we dragging tank traps in a discussion about Panzergrenadiers?


Panzer + Grenadier (you even have tank in their name) ^^
28 Apr 2019, 23:53 PM
#333
avatar of LoopDloop

Posts: 3053

Guys, guys, guys...

1. Fix Brits miles-bomb (has no minimal range, only 25mun and OP)
2. Remove tank-traps for US. (give them sand-bags instead and so we can give all tank-traps yellow cover instead of green)
3. Nerf penals

Then we can talk about why Ostheer sucks.





Maybe the 250 would be useful if there wouldn't be ptrs blobs in every game?

Ah yes the incredibly OP tank traps carrying USF's entire roster ATM.

Why mills bombs have no min range I don't know. I guess they're supposed to be a defensive grenade which makes sense. Also not that huge an issue if we're being real though.

I actually like the 250 though. Put some 5 man g43 german infantry grens in it and roll around pushing off every squad that doesn't have snares, and if a light vehicle shows up hop out and faust it. The thing can even reinforce after vet1.
29 Apr 2019, 00:08 AM
#334
avatar of Glasnost

Posts: 10

Suggested this in another thread.

I think pgrens should get the ability to plant regial AT mines after they get shreks for commander that have them.

God knows it's a pain keeping a HT alive long enough to plants those mines.
29 Apr 2019, 00:24 AM
#335
avatar of LoopDloop

Posts: 3053



Panzer + Grenadier (you even have tank in their name) ^^

Doesn't mean tank traps have anything to do with an infantry squad lmao.
29 Apr 2019, 00:27 AM
#336
avatar of Widerstreit

Posts: 1392


Ah yes the incredibly OP tank traps carrying USF's entire roster ATM.

Why mills bombs have no min range I don't know. I guess they're supposed to be a defensive grenade which makes sense. Also not that huge an issue if we're being real though.

I actually like the 250 though. Put some 5 man g43 german infantry grens in it and roll around pushing off every squad that doesn't have snares, and if a light vehicle shows up hop out and faust it. The thing can even reinforce after vet1.


1. early-tank-traps destroy the hole early vehicle-play. Maybe you never play versus people with knowledge of how to destroy the path-finding-system of a map.

2. Self-defens grenades? lol they have same power as Geballte, have no friendly fire and have very fare range. They are simply broken.

3. If they fix ptrs, that would be an option.


Doesn't mean tank traps have anything to do with an infantry squad lmao.


Broken cover-system has something to do with infantry.


Yellow cover is enough for them, give US sand-bags -> passive upgrade for tank-traps in lategame, to use them as tank-blocker. NOT as cover, they were never build as cover elements. Only idiots think that.
29 Apr 2019, 02:00 AM
#337
avatar of LoopDloop

Posts: 3053



1. early-tank-traps destroy the hole early vehicle-play. Maybe you never play versus people with knowledge of how to destroy the path-finding-system of a map.

2. Self-defens grenades? lol they have same power as Geballte, have no friendly fire and have very fare range. They are simply broken.

3. If they fix ptrs, that would be an option.



Broken cover-system has something to do with infantry.


Yellow cover is enough for them, give US sand-bags -> passive upgrade for tank-traps in lategame, to use them as tank-blocker. NOT as cover, they were never build as cover elements. Only idiots think that.

No top players spam a bunch of tank traps around to mess with vehicle pathing in 1v1s. They literally only get built for the green cover lol. I'd be totally fine with replacing them with sandbags though. I really couldn't care less, I just didn't see what they had to do with pgrens.

Yeah mills bombs do not equal bundled nades but you're entitled to think what you want to think. They have pretty standard grenade range too. If you want a long range grenade to complain about, complain about riflenades or veteran riflemen grenades lol.

Don't go after squads with ptrs. It's that simple. If he puts ptrss on all his penals then he's gimping his anti-infantry firepower a lot and you should run him over with infantry. Like pgrens.

I don't get how having 1 thing that makes green cover on REs of all things is broken. Heck, it's more of an issue that volks and sections (mainlines) get to make sandbags.

Edit: to clarify, are we talking teamgames or 1v1s here?
29 Apr 2019, 02:10 AM
#338
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
jump backJump back to quoted post28 Apr 2019, 14:28 PMKatitof


Axis players:
-clown cars are op!
Also axis players:
-we should have T0 clown car and it should be the most durable one!


Literally one person suggested T0 250. I haven't seen anyone else say that. So it isn't "axis" players.
29 Apr 2019, 02:29 AM
#339
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

So let's get back on topic, why do people think of the changes that happened in the mod?

Total changes are:

-Now available from the HQ after Battle Phase 1
-Population from 9 to 8
-G43 upgrade from 60 to 25.
-Reinforce time from 8.5 to 7.
-Build time from 34 to 28.
-Infantry Doctrine Combined Arms now a veterancy 1 passive. Medkits removed.
-Combined Arms ability now triggers when near allied vehicle.
-Veterancy 2 now adds +16.7% weapon accuracy.
-Veterancy 3 accuracy bonus from +40% to +20%.
29 Apr 2019, 02:32 AM
#340
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

I agree with all of the changes except moving them to the HQ. I think they should stay in the German T2 building, especially in light of the build time reduction and smoothed out vet.
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