USF Airborne Company drops
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You can drop them for your teammates and can drop them next to an ambulance to reinforce in the field immediately. they are situational and have an opportunity cost on manpower but can be worth it.
Yeah, but playing this commander requires a lot of MP - paratroopers and pathfinders are pretty expensive units, besides you need MP for officers and vehicles.
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They need to lower the MP cost on these drops or make them cost a tiny bit more but drop with crews, because honestly they're more expensive than just training them out of base and I don't know anyone who actually skips the Lieutenant and Captain anyways to start with, which is where that equipment is bought.
Also, they're pretty much zero "opportunity" and all cost. You're sacrificing a squad to man them. If they dropped with crews, they'd have an opportunity cost because then they could actually be dropped into a fight when the situation allows it.
Unless you've seriously screwed up somewhere along the line, you're almost always better off just buying from base.
IMO the commander would be much better and legitimately competitive with Mechanized and Infantry Companies if they just scaled back all the CP costs by 1, even if they didn't add crews to the drops.
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IMO the commander would be much better and legitimately competitive with Mechanized and Infantry Companies if they just scaled back all the CP costs by 1, even if they didn't add crews to the drops.
Exactly what I've been thinking too. The whole commander would be much much more interesting if every ability had one less CP to unlock. It would probably be my favourite commander actually. Now the variety this commander would offer is pretty much nullified because every unit/weapon drop arrives too late to use. Shocks are 2CP I don't understand why paratroopers aren't. 0CP pathfinders and 1CP mg drop would add so much more variety to dull early rifle spam.
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If you have the time, it's better to build it from your base. But if you're in trouble it's better to just drop it so nearby RE's or rifles can crew it.
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Place beacons with Pathfinders.
Drop ATG at frontline, crew with Pathfinders.
Use hold fire with remaining entity and place somewhere at the map where it can be useful as a spotter, but won't get revealed.
Gives you a cheap upkeep spotting unit and a really really really useful ATG (since Pathfinders have 50 vision range instead of the normal 35) that gets even better with vet (87.5 vision range and 70 attack range for the ATG, small vision cone though). It's a bit like the old Elefant with spotting scope and focus sight - Can see even further than it can shoot which is already far.
I still think it's not a bad idea to drop mg and at-gun for ammo. For example 60 muni for mg / 90 for at-gun and saved MP you can spent on infantry squads or armor.
Those prices are far too low to be honest.
Let's say 240MP for the MG and 280MP for the ATG to discount the lack of a crew. Converting that to munitions is still ~145 munition for the HMG and ~170 for the ATG. That would make them even less useful I think. You have to take the amount of MP you save into consideration and assign a similar munition value. Even at a discount (100 / 140 munition) I can't really see people use them that much. You might say "they'll call in Pathfinders!" - but those units are only really effective with their upgrades, so I don't know if they actually would do that.
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http://www.coh2.org/topic/20110/toughts-of-a-veteran-on-the-airborne-company
Cheers for an actual Airborn company!
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