Fallschirmjager FG-42 poll
Posts: 101
Relic nerfed Obers making mg34 an ammo-upgrade but not Jagers. FG-42 was an upgrade in COH1, I don't see a reason not to do the same in COH2.
Posts: 17914 | Subs: 8
Their close range DPS also isn't over the top(since they are very effective at all ranges).
I don't really know any reason why anyone would blob a unit this expensive, they are extremely effective when positioned behind green cover.
Relic nerfed obers because they were batshit op still after many previous nerfs, I haven't seen anyone complaining about falls, they might not be a model infantry, but they certainly aren't too weak nor too strong.
Posts: 271
If you make them spawn without they weapons, you would need to compensate, like giving them HP, to fill exactly the same roll as obers, which would be pointless..
Posts: 476
Posts: 271
And bring back vCoh FG42 sound, CoH2 version sounds like low velocity carbine or something..
Yea that was a nice sound. Tututu. lol
Posts: 100
Posts: 32
give them wooden stick instead, so they can beat the crap out of USF vet3 flamers
+1
Sticks and Spoons are enough to beat the allied Infantry
Posts: 348
So I agree with making FG's an upgrade provided that they get a stong weapon in exchange, not just FG42's.
Posts: 2115 | Subs: 1
I dont see a single reason to change them, dont fix whats not broken.
Posts: 1653
Guys, I think it's pretty unfair that Fallschirmjagers appear on battlefield with pretty strong weapons ready. It makes them easy for blobbing - you don't need anything but MP, OKW has a great MP income. It's really "low risk-high reward" unit so you even may not afraid to lose it, Jagers don't drop any weapon. Plus they have faust, grenades and you can spawn them even in fog of war.
Relic nerfed Obers making mg34 an ammo-upgrade but not Jagers. FG-42 was an upgrade in COH1, I don't see a reason not to do the same in COH2.
Falls are fine, they're high risk high reward units, since they're pretty easy to kill. They're no commando's or schoks who can simply kill everything while moving close quarter. Falls have to be on mid range + cover else it won't work. 440 mp + the 40 mp reinforce is exactly what they should be. It's not broken, so don't fix it plx
Posts: 1585 | Subs: 1
You cannot afford to blob Falls...ever.
Posts: 1891
Posts: 101
Posts: 2115 | Subs: 1
Ok guys, I see your opinion. I just think jagers are too good and their price isn't a weak point becase OKW has really big amount of MP. Shocks are only good in close combat plus they can't appear behind mgs and at-guns IN FOG OF WAR. I just want that OKW players pay anything for this unit because some players just mindlessly spam them. Maybe spending some ammo will tone this down like it was earlier with Obers.
how exactly can you spam a 440mp 4 man unit in a normal game?
Posts: 1802 | Subs: 1
I would not change their FG42, but I would like to see these units not be available to be called in from buildings and see their cost reduced considerably.
You cannot afford to blob Falls...ever.
This. I would make them 400 MP, with a tiny bit cheaper reinforcement cost and remove their Personal Teleportation Device.
Posts: 101
how exactly can you spam a 440mp 4 man unit in a normal game?
When I play 3v3 and 4v4 it happens pretty often.
Also it's absurdly easily to kill poor BM-13 with'em on some maps - first click to spawn, second click to faust it, FG-42 will quickly end it. Yes, it'd be good either to remove their house spawn ability (why they cannot paradrop on targeted location? they're FALLSCHIRMjagers after all) or make FG-42 an upgrade (it worked fine in COH1, why it cannot be in COH2?)
Posts: 246
Posts: 17914 | Subs: 8
I always play versus wehr, and I don't have any problems with fg-42.
Probably because wehr units doesn't use FG-42.
Posts: 721
Posts: 246
Probably because wehr units doesn't use FG-42.
Goddamit, Katitof, you know that i meant - germans.
Sorry
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