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Toughts of a veteran on the airborne company

28 Jul 2014, 17:00 PM
#81
avatar of Part time commie

Posts: 99



I don't think that's a balanced idea. For 200 MP such a squad would offer far too much. Intelligence is extremely important and I just can't see such a squad being anything but overpowered and would be spammed. Right now all squads that provide good intel are also made expensive in order to keep them in line. Such a cheap squad with also such a great set of abilities would not be balanced :/


how can a 200ish MP squad who's only 2 man with almost no attack capabilities aside from a sporadic paid sniper shot OP?

It's 200ish MP for something that won't hurt anyone alone and will die instantly. It also dosen't get you intel magicaly, you have to infiltrate (physicaly, not the abilities) them and have them in position to get anything out of them.

In that price range you have Pios, Volks, scripts, gren. None of them are doctrinal and all of them have good offensive capabilities.

edit: Pios don't really have good offensive abitlies but they have "some" and they can deploy alot of usefull stuff
28 Jul 2014, 19:18 PM
#82
avatar of MilkaCow

Posts: 577

Well, I assume you would have them behave like the normal pathfinders and have an increased vision range, right? That would mean for the meagre price of 200 MP you could greatly improve the performance of support weapons by positioning the Pathfinders there. After they did their main job (place beacons) they can protect very well against some support weapon counters (snipers) and can scout. There is low to no downside to losing them due to their low combat value, so keeping them scouting is high reward, low risk.

I just feel 200 MP for such a unit is too low, it basically does what quite a few people use the normal Pathfinders right now with a cheaper price :s
28 Jul 2014, 19:22 PM
#83
avatar of VonIvan

Posts: 2487 | Subs: 21

Well, I assume you would have them behave like the normal pathfinders and have an increased vision range, right? That would mean for the meagre price of 200 MP you could greatly improve the performance of support weapons by positioning the Pathfinders there. After they did their main job (place beacons) they can protect very well against some support weapon counters (snipers) and can scout. There is low to no downside to losing them due to their low combat value, so keeping them scouting is high reward, low risk.

I just feel 200 MP for such a unit is too low, it basically does what quite a few people use the normal Pathfinders right now with a cheaper price :s

28 Jul 2014, 19:41 PM
#84
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Fallschirms have 60 MP opportunity cost (440 MP call in, but 380 MP squad value).



That's basically how the ability is for the I&R Commander. Two squads of Airborne with random weapons and a 37mm gun + crew (which seems to not spawn due to a big atm). I don't think this was the first nor the last airborne commander, so instead of changing this one which is uses rather often and sound I'd go for new commanders instead.

:/


The I&R commander ability drops a 57mm AT gun, I would like to see the 57mm be changed to a light 37mm AT gun so it would be more useful as a hit and run weapon (ability to retreat). This would give it the added bonus of being both cheaper and less of a problem if you lose it behind enemy lines.
28 Jul 2014, 20:20 PM
#85
avatar of Part time commie

Posts: 99

Well, I assume you would have them behave like the normal pathfinders and have an increased vision range, right? That would mean for the meagre price of 200 MP you could greatly improve the performance of support weapons by positioning the Pathfinders there. After they did their main job (place beacons) they can protect very well against some support weapon counters (snipers) and can scout. There is low to no downside to losing them due to their low combat value, so keeping them scouting is high reward, low risk.

I just feel 200 MP for such a unit is too low, it basically does what quite a few people use the normal Pathfinders right now with a cheaper price :s


i don't see 300ish being a good price range, why can't allies have some cheap stuff too? A sniper is in that price range and they can dish out maskman shots for free and have some other abilities.
Pios, engineers and the like are in the lower tier of that price range with a pletora of usefull abitlities while being somewhat sturdy compared to pathfinder and twice their number.

The Sturm Offizier also isn't eevn in that price range and has twice the man in his squad, being pretty sturdy and apparently having obersoldatens as an escort.

I don't understand your logic here. All support only infantrie are priced low.
28 Jul 2014, 20:29 PM
#86
avatar of coh2player

Posts: 1571

Instead of the AT gun and double randoms, I would have much preferred :

2 x Paras with double bazookas, 1 x Para with double 30 cal.

This would be an airdrop that would actually be a pest.

28 Jul 2014, 22:03 PM
#87
avatar of Part time commie

Posts: 99

I'll also add that people using pathfinders isn't a good argument, it's the only unit that does this job and it's the first call in you get, it's also the only way of getting a beacon for your paras. So of course people will use it even tough it's too expensive. It's just like how the price of gas keep going up and people keeps buying it even tough they constantly whine about it.

The idea is to remove the overlap with riflemans and make it better in one particular field while lowering the model count (which also help them hide, but also lower their damage output).
nee
29 Jul 2014, 01:19 AM
#88
avatar of nee

Posts: 1216

On Pathfinders, I don't mind them spawning in ambient buildings, in fact that seems more sensible. That they are poor combat units should be enough of a drawback, even if you don't count on the idea of giving them a decreased neutralize/capture time. Their use should be towards benefitting over units like the drop antenna and increased sight range, as befitting their status as scouts. An upgrade to use sniper weapons as a munitions ability woudln't really change that, since it costs munitions and basically turns them into soviet scout sniper squads that are just as vulnerable to anything but a lone squad. Another way to "nerf" them would be increased dispatch cooldown. If a unit takes forever to re-deploy they are that much more valuable, even if the cost itself is low.

As-is, the airborne pathfinder, and even the recon pathfinders, aren't much different from engineers, you use them to do pretty much anything else that riflemen shouldn't be bothered doing, like capture points and extra meat to an assault. Their potential to do more indirect utility, to me, seems wasted.
29 Jul 2014, 01:34 AM
#89
avatar of Part time commie

Posts: 99

jump backJump back to quoted post29 Jul 2014, 01:19 AMnee
On Pathfinders, I don't mind them spawning in ambient buildings, in fact that seems more sensible. That they are poor combat units should be enough of a drawback, even if you don't count on the idea of giving them a decreased neutralize/capture time. Their use should be towards benefitting over units like the drop antenna and increased sight range, as befitting their status as scouts. An upgrade to use sniper weapons as a munitions ability woudln't really change that, since it costs munitions and basically turns them into soviet scout sniper squads that are just as vulnerable to anything but a lone squad. Another way to "nerf" them would be increased dispatch cooldown. If a unit takes forever to re-deploy they are that much more valuable, even if the cost itself is low.

As-is, the airborne pathfinder, and even the recon pathfinders, aren't much different from engineers, you use them to do pretty much anything else that riflemen shouldn't be bothered doing, like capture points and extra meat to an assault. Their potential to do more indirect utility, to me, seems wasted.


I Gotta say it again, i really hate spawning in buildings, this would also increase their cost by quitte alot for a 2 man utility squad. (well if it ever gets to a 2 man squad, but in this game it would only make sens). Once given the german camo and squad reduction, they should be able to move around fairly easely and not need the building deploy at all. I whanted to add the old concealment smokes to desengage since they have no chance in a fight while their use forces them to be pretty far away.

The marskman ability isn't a "sniper" you give them but for a certain amount of MU and a cooldown, you fire a single sniper shot. It was the skill that the brits would get for their rifleman once upgraded with recon kits. It gives them a very sporadic combat utility such as sniping an MG before your paras assault or something like that.

Overall, it really gives the airborn company flexibility and intel to be able to fight out numbered without giving them raw power.
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