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Tweak Fallschirmjäger - OKW

10 Oct 2020, 03:07 AM
#21
avatar of C3 TOOTH

Posts: 176

I played Allies before Fall nerf. Super annoying unit to face because its easily to abuse.

A good core infantry unit is a unit that decent at AI power and have something to defend themselves from vehicles (which is snare). Fall had mad AI power and used to have snare make them completely replace Volks.

But later Fall got nerf. Nerf from snare removal, which is ok. But also nerf their 2 FG and requires another 60ammo is abit much.

Fall needs another ability to replace losing snare (can be booby traps). And perhaps 2FG is free when PzHQ is up.
10 Oct 2020, 03:48 AM
#22
avatar of Mr. Someguy

Posts: 4928

OKW has Volksgrenadiers, Panzerfusiliers, Sturmpioneers, Obersoldaten, Jaeger Light Infantry, and Fallschirmjager. That's 6 different types of Infantry, arguably more than any other faction depending on how you classify certain units. And that is discounting the fact that you already get one of the best elite infantry units in the game as a stock option, it's no wonder they have trouble making some of them stand out.

With the bar already so high, trying to top it is only going to result in balance issues, such as having a unit that has effectively 4 Bren Guns at long range or 4 PPSh's at close range whilst being unrivaled at mid-range. That's my problem with Falls, they have no weakness, the best thing you can do is try to counter them with an even stronger specialist in their niche like Shock Troops up close or M1919 Airborne at long.

I agree with Vipper that they might be well served becoming an infiltration/ambush unit like Partisans and Stormtroopers. This is a role that is unfulfilled in OKW's ranks despite having so many options. Maybe 1 FG 42 (possibly boosted) and 3 Stormtrooper MP 40's would serve them well, alongside bonuses for attacking from camouflage.
10 Oct 2020, 10:28 AM
#23
avatar of Darkpiatre

Posts: 282

Their weakness is to be only good against infantry, that's why anybody can abuse them with light vehicle (which any ally faction has) and by any tank in general, which was the reason why they lost their panzerfaust.

They cost a lot to deploy and reinforce and so this kind of exploit hurts: high risk high reward. Nobody expect grens to beat rangers/Shock-troops, so don't expect any baseline inf to beat fallschirm.
11 Oct 2020, 18:04 PM
#24
avatar of CODGUY

Posts: 888

Change them back to the way they were but leave their cost the same 320 MP it is now and maybe reduce their reinforcement cost to 30 MP. Keep the 4 FG42s because those are cool. Get the snare back, weaken the received accuracy some, and put them back to CP3.
12 Oct 2020, 02:18 AM
#25
avatar of Spoof

Posts: 449

jump backJump back to quoted post11 Oct 2020, 18:04 PMCODGUY
Change them back to the way they were but leave their cost the same 320 MP it is now and maybe reduce their reinforcement cost to 30 MP. Keep the 4 FG42s because those are cool. Get the snare back, weaken the received accuracy some, and put them back to CP3.


Agree on keeping the 4 FG42s. It's part of what makes the unit cool and unique. Nerf it however you want, but keep the 4 FG42s.
12 Oct 2020, 03:33 AM
#26
avatar of Mr. Someguy

Posts: 4928

Personally never liked them having 4 FG 42's. The FG 42 was supposed to replace the MG 34 for Paratroopers. It'd be like calling in Cavalry Riflemen and they have 5 BAR's.
12 Oct 2020, 03:36 AM
#27
avatar of Spoof

Posts: 449

Personally never liked them having 4 FG 42's. The FG 42 was supposed to replace the MG 34 for Paratroopers. It'd be like calling in Cavalry Riflemen and they have 5 BAR's.


Technically, they were all supposed to have FG42s, but of course, they didn't have the resources to do so. The FG42 wasn't designed as a squad support weapon like the BAR. It was designed as a universal select-fire battle rifle. It was supposed to be the standard rifle. It is essentially the StG of the Sturmpios or the Garand of the Riflemen.
12 Oct 2020, 11:20 AM
#28
avatar of Protos Angelus

Posts: 1515

Falls should not be nerfed in any way. They need to be the infantry shredders they are now. They are expensive to reinforce and 4 man and doctrinal. They had their faust removed which was a good thing as they got the definitive AI role. Keep falls as they are now.
12 Oct 2020, 11:23 AM
#29
avatar of piwawsky

Posts: 105

Falls should not be nerfed in any way. They need to be the infantry shredders they are now. They are expensive to reinforce and 4 man and doctrinal. They had their faust removed which was a good thing as they got the definitive AI role. Keep falls as they are now.



agreed, I don't think they need any nerf.

Just counter them with vehicles or numbers, don't counter them with 1 rifle/tommy/conscript squad.

12 Oct 2020, 16:11 PM
#30
avatar of nikolai262
Donator 22

Posts: 83

Falls are not OP yes when they get late game they are very effective with the upgrade but they are high MP cost, squishy, slow to reinforce & doctrinal. When you look at how effective baseline tommys are at 280MP I don't think anyone can complain about any other infantry unit in the game as this is what is broken atm imo.

Squad wipes with bundle nades is nbo worse than Pgrens or the commandos/brit gammon bombs.
12 Oct 2020, 20:20 PM
#31
avatar of Mr. Someguy

Posts: 4928

I just dislike their current setup, there is no other unit in the entire game that does the DPS of 4 LMG's at long range, 4 SMG's at close range, and is unrivaled at mid-range. Every unit has a weak range, but Fallschirmjager remain strong at all ranges and rival both long range and close range specialists while dominating all generalists.
12 Oct 2020, 22:16 PM
#32
avatar of Protos Angelus

Posts: 1515

I just dislike their current setup, there is no other unit in the entire game that does the DPS of 4 LMG's at long range, 4 SMG's at close range, and is unrivaled at mid-range. Every unit has a weak range, but Fallschirmjager remain strong at all ranges and only a and rival both long range and close range specialists while dominating all generalists.


True, but they are also doctrinal and have no faust so they are super vulnerable to any type of vehicle. It's a trade-off. The only time they needed a nerf was back when the faust was on them. It got removed and now they are in a good spot. Brutal AI, semi-squishy and costly. Just as they should be.
13 Oct 2020, 00:57 AM
#33
avatar of Sp33dSnake

Posts: 149

Buff Obers timing and you'd see less Falls usage. Right now, Falls are the only AI unit OKW has that's worth a damn against elite infantry units. Obers come too late, need vet 2, and need an 60/80 muni upgrade just to stand up to vetted allied infantry.

Falls lost their Schreck and don't get double FG-42's until Panzer HQ is built.

They are fine.

If you see a problem with Falls, and don't see a problem with Shock Troops, the problem is you.

FWIW, I don't think they should get a nuke nade. I think they should get a quick/cooked nade instead, which makes sense in their ambush capacity, and FG-42 upgrade should include a smoke throw.
13 Oct 2020, 03:06 AM
#34
avatar of C3 TOOTH

Posts: 176

Between Fall & Ober. Their design meant to be infiltrate & defensive. None of them are frontline pusher like Shock/Ranger.

So I wish to have Fall & Ober have abilities rework to make them fit with their role

Ober: Defensive unit. I dont know why they have booby trap which can be use better behind the line
+ Bundle grenade
+ Suppressing fire
+ 2H smoke

Fall: Infiltrate unit. Give them tools to work behind the line.
+ AssaultGren squad grenades
+ 2H smoke
+ Booby trap
+ Trip flare
13 Oct 2020, 15:21 PM
#35
avatar of Spoof

Posts: 449

Buff Obers timing and you'd see less Falls usage. Right now, Falls are the only AI unit OKW has that's worth a damn against elite infantry units. Obers come too late, need vet 2, and need an 60/80 muni upgrade just to stand up to vetted allied infantry.

Falls lost their Schreck and don't get double FG-42's until Panzer HQ is built.

They are fine.

If you see a problem with Falls, and don't see a problem with Shock Troops, the problem is you.

FWIW, I don't think they should get a nuke nade. I think they should get a quick/cooked nade instead, which makes sense in their ambush capacity, and FG-42 upgrade should include a smoke throw.


Might I say that Falls also feel extremely fragile and easy to lose? I get that they're supposed to be used as ambush/infiltration units, but I am always forced to blob them in groups or else they'll get chewed up before they can start mowing down Allied infantry.
13 Oct 2020, 16:21 PM
#36
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post13 Oct 2020, 15:21 PMSpoof


Might I say that Falls also feel extremely fragile and easy to lose? I get that they're supposed to be used as ambush/infiltration units, but I am always forced to blob them in groups or else they'll get chewed up before they can start mowing down Allied infantry.

Use their camo and fuck shit up. They will essentially win any 1v1 if you use them as originally intended.
13 Oct 2020, 16:41 PM
#37
avatar of Spoof

Posts: 449


Use their camo and fuck shit up. They will essentially win any 1v1 if you use them as originally intended.


I meant when going on the offensive. I'm always hesitant to perform sneaky flanks and fancy moves with them because if anything goes wrong I can expect my Falls to get wiped on retreat.
14 Oct 2020, 02:09 AM
#38
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post13 Oct 2020, 16:41 PMSpoof

I meant when going on the offensive. I'm always hesitant to perform sneaky flanks and fancy moves with them because if anything goes wrong I can expect my Falls to get wiped on retreat.


Volks should be ahead of them if you're going on the offensive. Falls have better long range dps then volks anyways, and they're not meant to be used offensively at the front of a push. I think the only situation where they should be ahead of volks is for ambush

Imo that's like saying shocks long range dps is really low. That's part of the units design
14 Oct 2020, 02:26 AM
#39
avatar of CODGUY

Posts: 888

They arrive way too early. I mean they basically outperform Rangers and Commandos in most situations so why are they a CP2 unit?
14 Oct 2020, 03:20 AM
#40
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post14 Oct 2020, 02:26 AMCODGUY
They arrive way too early. I mean they basically outperform Rangers and Commandos in most situations so why are they a CP2 unit?

Because they are 4 models and requires the schwere to get their upgrade.
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