Remove faust from falls
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I need my elite units to have no counters, and easily replace core infantry with no downsidesPanzerfusi blob intensifies
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As for the faust, better than nothing I guess. Soviets are in dire need of a counter to Falls. Even shock gods melt.
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The upgrade needs to be 3 FG42s, not 4. And their close dps needs to be slightly nerfed.
As for the faust, better than nothing I guess. Soviets are in dire need of a counter to Falls. Even shock gods melt.
Buy four snipers and lay a minefield around them. See? Easy. Falls are totally fine. Everyone knows OKW is populated purely by axis ubermensch.
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Also remove guards grenade. Why can this top tier long range unit also beat units in the close range with this? It's like giving shocks a rifle grenade.
Damn man, you're going to lose your head if you'll hear about Obers and their 2 AI nades.
Posts: 177
Damn man, you're going to lose your head if you'll hear about Obers and their 2 AI nades.
Your head is going to explode when you hear that only one of those units is AI only, can be armed to work at medium range and the other also has light at and always upgrades with the same long range upgrade.
Posts: 3260
Also remove guards grenade. Why can this top tier long range unit also beat units in the close range with this? It's like giving shocks a rifle grenade.
I mean, you could easily remove that grenade and nobody would notice.
It's that shit.
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I mean, you could easily remove that grenade and nobody would notice.
It's that shit.
It is at the same level with Riflemen's and IS's greandes and superior to the one Panzerf have...
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It is at the same level with Riflemen's and IS's greandes and superior to the one Panzerf have..
Did they buff it? Because I swear it used to have the blast of a Grenadier's riflenade.
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Did they buff it? Because I swear it used to have the blast of a Grenadier's riflenade.
No...guards are actually very good..they can deal with obers and have handheld AT, Armor slow and grenades.
Its like Rambo...a one men army.
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Did they buff it? Because I swear it used to have the blast of a Grenadier's riflenade.
No dodnt think so, they actually nerfed and made it cheaper at 2017 to bring in line the Mk2 , you might have confused it with the Shock troops grenade that was inferior but got buffed.
Posts: 129
Your head is going to explode when you hear that only one of those units is AI only, can be armed to work at medium range and the other also has light at and always upgrades with the same long range upgrade.
Have you ever tried using guards? For them to be reliable in anyway costs 75 muni upfront. They only become truly annoying when they are defending at long to mid range. They lose to sturmpios even upgraded if they cant attack them on their charge. Meaning their "op" grenade is usually limited to them stopping a pgren from erasing them. They have a role as a good Jack of all trades unit with multiple counters. Falls do the jack of all trades thing better than guards do. They easily win against guards in a fight, and can still force armor to stay at a distance. why should an infantry unit's only counter be a katyusha.
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Have you ever tried using guards? For them to be reliable in anyway costs 75 muni upfront. They only become truly annoying when they are defending at long to mid range. They lose to sturmpios even upgraded if they cant attack them on their charge. Meaning their "op" grenade is usually limited to them stopping a pgren from erasing them. They have a role as a good Jack of all trades unit with multiple counters. Falls do the jack of all trades thing better than guards do. They easily win against guards in a fight, and can still force armor to stay at a distance. why should an infantry unit's only counter be a katyusha.
Guards used to be "Jack of all trades unit" currently they are the top of long range units.
Fall do not do better the Guards vs light vehicles/tanks they simply can cause engine damage.
Posts: 129
Guards used to be "Jack of all trades unit" currently they are the top of long range units.
Fall do not do better the Guards vs light vehicles/tanks they simply can cause engine damage.
Unless you are brain dead you arent going to charge a tank against a guard. That's how you lose it. The same is true against falls. A engine critted tank is a dead tank. A point blank buttoned tank is a dead tank. PTRses are good at scaring off LVs, but are not reliable ways to kill them. They end up being better AI than AT in the late game. I didnt choose to bring up guards. I dont claim they are UP. I don't want them to be unbeatable at every range. Their niche is long range, and they are extremely good at it. It just so happens that all allied infantry is up compared to falls. PTRSes are less scary as the game goes on while snares remain always relevant. Max range faust>max range button
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Unless you are brain dead you arent going to charge a tank against a guard. That's how you lose it. The same is true against falls. A engine critted tank is a dead tank. A point blank buttoned tank is a dead tank. PTRses are good at scaring off LVs, but are not reliable ways to kill them. They end up being better AI than AT in the late game. I didnt choose to bring up guards. I dont claim they are UP. I don't want them to be unbeatable at every range. Their niche is long range, and they are extremely good at it. It just so happens that all allied infantry is up compared to falls. PTRSes are less scary as the game goes on while snares remain always relevant. Max range faust>max range button
The only points I made are:
Guards are not "jack of all trade master of none", they are master of long range combat.
FallJ are not "jack of all trade master of none", they have no AT weapon only a snare.
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