Increase light jaegars price
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Same for Assault Engineers and Bulldozer overperforming hard.
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So... you think so?
Same for Assault Engineers and Bulldozer overperforming hard.
yeah.. and nerf Sturmpios and Brumbars too.
Posts: 3053
So... you think so?
Same for Assault Engineers and Bulldozer overperforming hard.
Assault engineers IMO should be 4 men until like vet1-2.
Bulldozer costs almost the same as a brummbar and has less health and armor, but is faster and turreted. I think it's fine. Brummbar also has a barrage at vet1 and skirts at vet2 (or is it 3?).
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yeah.. think compare light jaegers, pathfinders are just garbage.
Always has been that way.
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Posts: 261
I thought we all agreed normalizing their hit critical at 50% Hp or so needed to be a thing.
50% is too much.
JLI only has one scoped rifle which 45 cost munition for upgrading. Pathfinder has two scoped rifles which are free, but hit critical at 40% HP.
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overall the new OKW commanders are rolling over sov...
Posts: 1392
Assault engineers IMO should be 4 men until like vet1-2.
Bulldozer costs almost the same as a brummbar and has less health and armor, but is faster and turreted. I think it's fine. Brummbar also has a barrage at vet1 and skirts at vet2 (or is it 3?).
Jäger should be CP1.
Assault Engeneers 5th man arrives too early. Their flamer in comparison with new tech-system is kind of problematic. Now it should be looked behind something, Ostheer has real trouble versus such early flamers
+ mortar combo.
Bulldozer has a turret and force 4men Ostheer troops. That is reason enough to show up, that same stats as Brummbär's weapon is no good idea. It should perform worse than actually. OR the artillery ability of commander has to be replaced.
Posts: 261
Jäger should be CP1.
Assault Engeneers 5th man arrives too early. Their flamer in comparison with new tech-system is kind of problematic. Now it should be looked behind something, Ostheer has real trouble versus such early flamers
+ mortar combo.
Bulldozer has a turret and force 4men Ostheer troops. That is reason enough to show up, that same stats as Brummbär's weapon is no good idea. It should perform worse than actually. OR the artillery ability of commander has to be replaced.
Comparing to UKF's sappers, USF's 5-man flame thrower squad just comes too early.
Posts: 5279
Comparing to UKF's sappers, USF's 5-man flame thrower squad just comes too early.
Could tie the flame thrower to an officer or officer unlock. Or the 5th man for that matter if the extra model is what makes them too strong.
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Assault engineers IMO should be 4 men until like vet1-2.
Bulldozer costs almost the same as a brummbar and has less health and armor, but is faster and turreted. I think it's fine. Brummbar also has a barrage at vet1 and skirts at vet2 (or is it 3?).
Agree 100%. Assault engineers should get the 5th men only at vet 2. That way they remain useful in late-game without being so good in the first few minutes.
Posts: 5279
JLI are fine, IMO its just their ability to appear out of buildings that makes them borderline OP. Otherwise they are a good long range recon infantry to assist volks
Idk... The models snipe thing is really really strong. It's a massive force multiplier that I would say combined with even a single volks squad makes them monsters, more than say a con squad and sniper or something similar. Against Soviet it's devistating because there is no option but to drop 250mp and fretreat often to REDUCE the effectiveness of JLI.
Maybe delaying their sniper rifle or something could help idk
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Posts: 261
Here is the reference:
Around 31:00, it is a JLI+Volk against Cons case.
Posts: 607
No offense to Tobis.
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I don't think running through a molotov + HMG fire and getting shot for 3 seconds from behind before you get into cover to then fight cons at close range is typical use of JLI.
No offense to Tobis.
All of that plus the cons being vet 3 versus the jli only being vet 2. Absolutely braindead, idiotic play.
Full offense to Tobis.
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