USF paratrooper upkeep too high?
Posts: 818
These core teching units add up to 24 population and 36 upkeep. Only the lieutenant can even be argued to be an effective combat unit. USF are drowning in Upkeep from something but paratroopers...i think not Their initial cost is something that might be looked at but the Upkeep encoured by USF teching is a serious issue with the faction,
Considering that 3 rifles and the 1 RE are nothing short of mandatory early game 49 pop of the faction is pretty much spoken for unless you don't want to build units at the start of the game or tech later on. #USFflexibility
Posts: 117
Lieutenant 8 pop, Captain 8 pop, Med truck 4 pop, Major 4 pop = 24 pop
These core teching units add up to 24 population and 36 upkeep. Only the lieutenant can even be argued to be an effective combat unit.
You don't have to get both the Captain and the Lieutenant you only need 1 to get to the Major; I usually only get 2 of the 3. The Captain's Bazookas are often life saving for the USF and he has a thompson, but like the paratroopers and many USF units they take a lot of damage, and the Med truck is optional.
Posts: 239
Posts: 818
You don't have to get both the Captain and the Lieutenant you only need 1 to get to the Major; I usually only get 2 of the 3. The Captain's Bazookas are often life saving for the USF and he has a thompson, but like the paratroopers and many USF units they take a lot of damage, and the Med truck is optional.
I concede that among these units you don't have to get all of them, But A rear echlon unit with 2 bazookas or a Rifle with bars won't cost you nearly as much to reinforce as the 50 MP model in Lieutenant and captain squads with less upkeep while performing the same function.
However my point is that the USF Has alot of units you can't really avoid that end up taking up alot of your popcap that might otherwise be occupied by more desirable units.
Posts: 647
these guys shouldnt be matched man to man by regular squads, only by other elite infantry or upgraded squads in numbers.
as a rule of thumb, all units that cost more than 350mp needs some armour to go along with that huge cost. except for guards, who need the armour because of their mediocre dps and ambush units who pop out from buildings.
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Posts: 196
Another strength of paras is that they become very self-sustaining, since Vet 2 gives them passive healing and they can reinforce from beacons.
Posts: 115
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Posts: 598
Paratroopers take up 9 population and they can take on obersoldaten on a straight up match, which obersoldaten takes up 10 popcap so I think Paratroopers are at a fine spot.
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Paratroopers take up 9 population and they can take on obersoldaten on a straight up match, which obersoldaten takes up 10 popcap so I think Paratroopers are at a fine spot.
mabey if they are vet 3. with lmg's (witch usf actually has to pay for) And they must use thier "slowed" ability.
but a stock para squad nope. falls git the falshirjeager for free. and paras have to buy their weapon upgrades
Posts: 658
Posts: 1221 | Subs: 41
Paratroopers take up 9 population and they can take on obersoldaten on a straight up match, which obersoldaten takes up 10 popcap so I think Paratroopers are at a fine spot.
Do you give your obersoldaten orders to run circles around the airborne? Because that's pretty much the only way to make them lose to airborne.
Vet3 airborne can kinda beat vet0 obersoldaten, they'll only lose ~4 members while the obersoldaten lose 3 and are forced to retreat. Glorious victory of 38MP. Vet2 and onwards the obersoldaten just piss on the airborne though.
As to the topic at hand, I feel that the 9 popcap for airborne is justified by their benefits over riflemen (7 popcap). Their popcap is not something I see as an issue.
Posts: 692
paras also deal more dps than rifles
their popcap is fine, I think they should be able to drop a beacon though, and have the option to buy recoilless rifles
edit: oh, and that stupid timed-charge ability needs to be a satchel. I know I sound like I'm trying to copy/paste from vCoH, but this half-satchel half-demo charge thing is unnecessary
Posts: 543
edit: oh, and that stupid timed-charge ability needs to be a satchel. I know I sound like I'm trying to copy/paste from vCoH, but this half-satchel half-demo charge thing is unnecessary
Dis.
They could have both - they could throw a satchel and set a charge. That would be so awesome.
Posts: 46
Just make that demo charge into a satchel. It's a shitty ability as it stands.
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