Spawning units anywhere on the map is just a horrible game mechanic and Relic really needs to stop including crap like this.
But I'm sure 2 man sniper teams are ok.
Posts: 467
Spawning units anywhere on the map is just a horrible game mechanic and Relic really needs to stop including crap like this.
Posts: 3602 | Subs: 1
Posts: 1604 | Subs: 3
1. tank goes behind building for repairs, spawn on building kill engineers, by the time they figure out what happened all they can do is retreat.
2. Need to spot enemy units for artillary? perfect.
3. think enemy might be garrisoned in a building? theres a great way to find out
4. enemy retreating instead of dying? just instantly spawn in their retreat path for the wipe.
If you loose unit different then a scout car to partisans you should quit the game forever.
Spawning units anywhere on the map is just a horrible game mechanic and Relic really needs to stop including crap like this.
Posts: 210
/Axis mode on: But they are a elites!! They were called green devils!1 /Axis mode off
I was under impression, that at least JLI stay there, but I don't own the doctrine and missed the week it was available at rotation
Posts: 56
But I'm sure 2 man sniper teams are ok.
axis mode?
so what if they are elite, i guess it fair for shock troops and paratroopers to be able to spawn anywhere because their elite
its a shit mechanic, no unit should be able to spawn in the fog of war the end[/quote
Axis mode means typical Axis player statements, when you speak about Falls' performance
As for spawning.. Hey we have a commander that spawns two units that are rather meh. They have chance to do something only on arrival, then becoming pretty useless as they have to fight from the front
Posts: 2396 | Subs: 1
Posts: 954
Shock troops outclass Fallschirmjager and they are the best infantry in the game. Fallschirms need to have an advantage to compensate that huge price. In addition, there is nothing else you would chose that doctrine for, now that Mg34 is useless compared to kubel. On the other hand, all doctrines involving shock troops contains other usefull stuff. So at meta level, things are compensating.
Conclusion: stop whining about fallschirms and every single OKW unit in the game. Everything is OP according to you guys.
Posts: 627
Posts: 2779
ever build a ubersosdaton?
Posts: 3602 | Subs: 1
In my opinion it's a really cool feature that adds more tactical depth to the game.
Posts: 239
Ober is not worthy after the LMG nerf.
Posts: 432
Shock troops have no Long range DPS. Shock troops cannot Panzerfaust. Shock troops can't get passive healing.
Posts: 2396 | Subs: 1
They lost ~3 dps on the LMG and gained most of it back on their KARs being buffed.
Posts: 239
Shocktroops hardly need passive healing or long range DPS when they have 1.5 body armor that makes them practically invincible. Though I did find a King Tiger will handily take out 5 in one shot if they manage to bunch up, same goes for a single volksgrenadier grenade.
That said though, the German factions Long Range DPS can't penetrate that damn armor and it makes them pretty much invincible, able to storm across open ground and completely ignore cover.
All changes to OKW (wich turned it into something very different of what it was at the beginning), are the result of your crying, dear whiners. But you must consider that no nerf will come without something other to be buffed or changed. I mean if you think that crying a river for fallschirm nerf will pay off, maybe it will, but something else will be changed and you will whine again. Nothing will be turned into a worst thing whithout additional changes just because you can't figure it out how to beat it.
So take a look at what OKW was at the beginning and what it is now, from your allied only perspective and think: you like it better now? My feeling is that you don't. Especially if we talk about "pros" 4v4 games.
So you know what? Stop with the whining, that will surely pay off.
Posts: 42
These guys dont seem to be talked about much. But their value easily goes beyond their manpower cost. THey have incredibly close range killing power, almost as much as shock troopers (your non shock trooper infantry will surely run away if they get close)
However thats not really an issue on its own. The real issue is how they spawn. They can spawn nearly anywhere regardless of fog of war, instantly, and without warning. It has so many uses,
1. tank goes behind building for repairs, spawn on building kill engineers, by the time they figure out what happened all they can do is retreat.
2. Need to spot enemy units for artillary? perfect.
3. think enemy might be garrisoned in a building? theres a great way to find out
4. enemy retreating instead of dying? just instantly spawn in their retreat path for the wipe.
There should really be some warning so you know that you might be subjected to that kind of thing. In the same way paratroopers give a warning. Eg a green smoke followed by a 4-5 second delay, THEN spawning.
or alternatively, make it so that vision on the building is required to spawn out of it and keep it instant. (the first suggestion would keep them as behind the lines harassers though)
Its just silly that axis get such a powerful unit that spawns anywhere instantly. And then allied paratroopers which actually have airbourne like mechanics have to deal with drop zones and typically being seen if paradropping behind enemy lines, and a huge delay.. and once theyre in there they theyre bassically just riflemen that are a little bit better.
All changes to OKW (wich turned it into something very different of what it was at the beginning), are the result of your crying, dear whiners. But you must consider that no nerf will come without something other to be buffed or changed. I mean if you think that crying a river for fallschirm nerf will pay off, maybe it will, but something else will be changed and you will whine again. Nothing will be turned into a worst thing whithout additional changes just because you can't figure it out how to beat it.
So take a look at what OKW was at the beginning and what it is now, from your allied only perspective and think: you like it better now? My feeling is that you don't. Especially if we talk about "pros" 4v4 games.
So you know what? Stop with the whining, that will surely pay off.
Posts: 17914 | Subs: 8
Relic isn't going to change that meta since they implemented storm troopers at the same level - but for Ostheer.
Posts: 2396 | Subs: 1
How many times do I have to explain to you how Shock Trooper armor works before you understand?
1.5 armor is roughly equivalent to .66 received accuracy (Obers have .7) against weapons with a penetration of 1. Stuff like HMGs, LMGs, Light Vehicles, and tank machine guns have penetration values higher than 1. Meaning received accuracy is superior against stuff like Obersoldaten that rely on LMGs to do damage.
I'm amused how defensive you got about my post, which was not whining at all. Merely pointing out that the nerf to the Obersoldaten LMG dps was mostly compensated by increasing their rifle damage.
I think it is stupid for any faction to be able to spawn units that do as much DPS as Falls in an ambient building. If you gave USF the option to spawn a double BAR rifle squad in a building I'd say that is dumb too. If you had Falls spawn with KARs (with a cost reduction from the current 440 manpower of course) and they had to spend X munitions to get their FG-42s, I'd be cool with the building spawn. I think the Stormtroopers that Wehr just got with their new doctrine are fine.
Oh and I don't play 4v4 nor do I only play Allies, but nice try
Posts: 542
Posts: 3602 | Subs: 1
Actually, storms are an example of WELL implemented squad that can deploy behind the lines.
Another one would be paratroopers.
Why?
Because you spawn a squad that can do something, yet doesn't OMGWTFBBQ everything (like old JLI and fallshirms) and still scales later good with decent weapon upgrades and default abilities so its affordable to keep up and useful after the initial push/spawn(unlike partisans).
Posts: 17914 | Subs: 8
9 | |||||
186 | |||||
3 | |||||
1 | |||||
1 |