when someone manage it to get a vet 5 kubel in the actually state, he should get a free KT instantly as reward. I guess it will take around 30-35min to get a vet 5 kubel on a rank around 0-500
but sadly if he manged it to get a vet5 kubel he will instantly lose it due to enormous AT on the field...which sadly have no problem to hit a fast driving kubel (lol--try to hit a kubel with AT / tank gun while it driving with the tech from 1943) |
Its dead unit only good versus noobs. Someone said bofors counter his panzer4 lol good micro mate
and still it hold very good vs the best players when stuveh etc use simcity vs them...but it is right you must be noob to lose p4 in a fight bofors vs p4.
but the truth is: combine it with at, mortar emplacment and you will be save vs the most impact from enemy till the 15-20min mark. and this for relativ cheap costs.
mostly a bofors pays for its self when you build it and a squad/ light armor will instantly killed. after that the advantage is on your side. it comes far to early ( it can be build before an OKW flak emplacment can be build....wich isnt effective like a bofors and cost only 10fuel less and is behind commander) |
Although I am not an OKW and I play all factions, I would take the T-34/76 over the ostwind any day.
while they cost nearly the same, the t34 is ALOT better than a ostwind...3 or 4 of this tanks can rush anythink and will make a big impact...while 5 ostwinds wouldnt beat 1 tank and wouldnt wipe that much like a wolfpack t34 |
I like that the Ostwind is so crap these days that it doesnt even in the list!! (lol) |
change vet requirements make it more mobile...its turning speed is so slow |
Why people want to give back units abilities and stats that specifically made them batshit op and were direct reason for nerfs?
Ohhhh I see why, they want that back.
someone overlooked that thus chance would mean a higher pricetag and muni upgrade. Similar with other units: more expansive -> stronger .
you think like that: oh a 210mp kubel with heavy MG and suppress! OPOPOPOPOP!! |
I know how it works thanks. A temporary 5 second stun is enough to chase down enemy light vehicles straight off the bat even when they started retreating in time. See https://www.twitch.tv/videos/407580970 at 47:40m.
It's an unfair advantage that IMO shouldn't be enabled at vet 0 now that UKF has snares on RE.
imagine allies lv would need vet to use Offensive abilities ..like you know axis vehicles need too |
Read the suggested ideas. You can not conclude without giving any reasons than you have currently stated.
MG42 is fine as it, Osteehr focuses heavily on support weapons, it should be good as it currently is. Why nerf it is the question? It is ridiculous simply what you have stated. Vickers in this game is King, definitely better than MG42. I think both are fine as they are. No nerfing for osteehr mg42 and Vickers.
Kubel, is a terrible unit emphasised by many people in this forum and we agree can on the fact it needs certain changes. Although some think it is ok but do still agree on the fact however it needs certain improvements.
Kubel should not be a recon unit, it be more AI focused. Vet 1 ability to "map hack" should be replaced with performance of a sort.
If Kubel was OP, why is not everyone taking it.
Here is another idea for Devs if there wont be that much changes onto Kubel. Here is a plan B. As long as everyone is satisfied with this idea of course. I will explain why
Kubel should be the HMG as it was in some ways but has to be upgraded 45-60 munitions in order to do so. Upgrade should come only after when a HQ is built. So it means it can become HMG after when a HQ is built. If it should be a mobile HMG as it was. It will be unfair it came as early as it was back then.
Sounds good, put it back as it was but the effect should not come early as it was. Kubel currently is a choice hardly anyone picks since it is hardly that useful. Change vet also. It has to be a combat unit as it initially was. Kubel idea for it as it currently is as a recon unit was not really thought through. IR HT is the unit, not Kubel, Kubel should be AI unit. Give it a bit more additional armour when upgraded. Kubel needs to setup before any suppression can be inflicted.
It will promote aggressiveness with the use of a fragile unit that can be countered as every knows by every combat unit, small arms especially. Very fragile to AT then and to other vehicles.
So this can be seen in two perspectives. Mobile MG at the cost of survivability, compared to every other HMG. This will put OKW in someways upsides and downsides. If OKW is aggressive, this is what it should looks like. How it was initally was a good idea but its timing was simply, pure bad. It should come later the HMG upgrade option for Kubel. Promote as it is a aggressive faction, increase diversity, gameplay.
Also it would cost them additionally for a HMG. Cost around 45-60 ammo
Similary how Brits complain about Mortar Emplacement and how they want a mobile mortar. OKW should have similar trait with instead HMG to complain about its survivability scale, and to get into buildings which of course a car is not able to do. This is what I think of a balanced perspective. Some upsides and downsides.
MG34 goes away, becomes doctrinal or something to balance it out maybe or not.
Obers vet 0 get "supressive ability" only with upgrade.
OKW will be the faction to heavily rely on micro as well as dependant on mobile HMGs. This will definitely increase the diversity of the game.
This is an idea which does not require much effort for Devs to change it I believe. Currently it is a horrible unit.
Nobody likes "Map Hack". Hardly anyone chooses Kubel. It hardly vets up. It hardly has an effect as a support unit which it should be more of. Should not be a recon unit. It needs revamp and some endearment instead of despicable affection.
i can the hear the cry to here (from the future): "i must now build an AT gun or upgrade handheld after 4min to counter a kubel...but i want build the 5. squad instead"
My answer: try to deal with clowncar NOW in the early 2.min as axis player...many fail hard (good examples: last tournements) |
ost has the problem to must fight factions which was brought in line/ to compete with OKW.
Like you said: OKW is better than ost. And mostly all allie factions can well deal with OKW. Ost is worse than OKW. If you understand logic...you must see the discrepant.
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If you read the ones before, you would understand the context of what I meant, look to comment 21 https://www.coh2.org/topic/88703/jagdpanzer-iv-in-battlegroup/post/735919
OKW is the only faction to ever put its bases at risk because they have to most of the time. It does often get destroyed in team games but sometimes in 1v1 scenarios.
OKW does not get proper AT late without the SWHQ. Im saying that it should be a backup if it gets destroyed to at least get an option to get a Jagdpanzer. Should be only accessible when after you have built SWHQ. Even despite it being destroyed after.
Like KT but except by base would be Jagdpanzer, an alternative. It is a good balance since it is limited to AT purposes. Raketenwerfer is terrible late game. That is why.
Other factions never need to worry about their bases ever getting destroyed. They will always have the advantage of being able to produce units without any cost of losing their bases.
It would fair enough for Jagdpanzer to be at least available after the SWHQ is destroyed. NOT PANTHER, NOT PANZERIV, Only Jagdpanzer specifically. It is balanced.
i laugh everytime when i see an OKW player build his schwerer outside from base sector..its so easy these days to destroy it....thats why i recommend: DONT BUILD IT OUTSIDE THE BASE.
i played with rank 70 player...which build it everytime outside in 2v2...every game he lost it...sometime twice!!! i hurts my brain so hard... |