Looking for your Opinions. Pls vote.
Cheers!
If you have other ideas, pls write them here down
No point to ask this question in here .... Same result would come If I asked some dentistry questions in a monkey pavilion
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Posts: 42
Looking for your Opinions. Pls vote.
Cheers!
If you have other ideas, pls write them here down
Posts: 2487 | Subs: 21
Posts: 61
How the F are pathfinders OP??? They havent been touched in ages
Especially ones on airborne, recon support Paths are better... Paths only do well if they shooting with other units, on their own they are useless (which they should be)
Posts: 109
Posts: 472
Probably because they spot everything? Probably because the can hide? Probably because of their beacons? Probably because they can even pick up abandoned weapons even though other units can't, when upgraded. So I'd personally rather nerf them, instead of the Scotts. Might also be a reason everybody picks them nowadays.
I'm an axis player though, so I might be a bit biased. But I think that also goes for the people that would not change anything or even buff them.
Posts: 379 | Subs: 1
I'm very confused why all of the sudden all the talk about pathfinder is comming out. We already have superior version of it on OKW(JLI) that has not been touched for ages despite argument about its raw stat.
Posts: 4183 | Subs: 4
I'm very confused why all of the sudden all the talk about pathfinder is comming out. We already have superior version of it on OKW(JLI) that has not been touched for ages despite argument about its raw stat.
Posts: 1116 | Subs: 1
Axis, OKW in particular should never complain about having vision problems or allies having vision OP units. Pathfinders maybe need a slight veterancy xp nerf, but other than that, they are completely normal and completely overshadowed by JLI
Posts: 3602 | Subs: 1
I'm not complaining about vision in particular. I'm personally complain about synergy and snowballing pathfinders create in teamgames, especially in 4v4.
Sure JLI in a vacum as a combat unit is for sure better, but I never said that paths are OP as a unit. Is the fact that, if you have teammate supporting you you can afford early forward reinforcement and have 0 CP unit which can fight almost like an elite unit in early game (against what enemy can throw at you) then lockdown the area, then snowball into scotts and have vision syneregy.
I mean, sure 4v4 is full of cheese and broken combinations, but Paths right now, imo, is the only cheese awaible from the start of the game and pretty much has no punishing mechanics if played right.
Simular to Pfuss G43 blobs, which are BS on its own right, but at least you have this small window of opportunity when you at least have a chance of beating them back before they start getting out G43 grades.
Against Pathfinders, unless you outplay USF to almost a GG state early, there is litteraly no way you can punish them in early game, since Ost nor OKW are capable of pushing Paths supported by another player. You can just try to outsit them and wait untill LVs, but USF player will just paradop AT gun so you dont even have window before AT gun reach the front line.
I myself played with randoms and premades in 3v3\4v4, against lvl 16-19 USF players using this strat, played myself as USF using this strat against lvl 15-18 Axis. Sure I'm not a super uber competitive pro gamer, but still this is very-very oppressive meta strategy and its very hard to deal with it if the USF player know what he is doing. More often then not, its either RNG\Teammate or USF player fuck up which allows you to fight it back.
My point is, Allies need some cheesy cheese in order to stay competitive in 3v3\4v4, but at least other cheese strategies arent awaible from the start and they dont cover you pretty much from start till late game.
Posts: 658
Path weapon crews no longer provided extra vision.
Also stormtrooper, commando, jaeger squad can do the same. After all, why nerf them because top tier team/user used it so well ?
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Posts: 13496 | Subs: 1
If Scott's maneuverability is an issue, perhaps reduce rotation rate and acceleration to better punish a slow reaction.
Is the Scott delivering too much damage? I always find them flimsy and difficult to protect when being flanked on account of USF lacking even a general purpose mine to permanently disable an aggressive P4 or P5 push. The baby mines just give you a bit more time to react and sometimes that isn't enough.
We've got to be careful with this unit, though. With USF's lack of non-doctrinal rocket artillery, something has to be able to punish blobs.
Posts: 1158
A USF blob can punish an enemy blob.
Posts: 1515
No no no. Enemy blobs consist of elite infantry at this stage, which USF does not have access to unless they have it in a doctrine. At stock, USF will ALWAYS lose.
Posts: 109
A USF blob can punish an enemy blob.
Posts: 109
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