Mainline infantry Doctrinal replacement
Posts: 13496 | Subs: 1
Pathfinder
Assault engineers
JLI
Cav. Riflemen
I&R Pathfinder
and so on...
Many of there units can replace mainline infantry they come early and can be produced in number.
Imo these unit should follow certain criteria in their designed:
Designed as mainline infantry offering something the faction does not have (example ostruppen)
Designed as offering a sort term advantage (example assault grenadier)
Designed as support unit offering utility so that they can work with mainline infantry and not replaced them.
Imo many of these unit (and others come) should looked at with this perceptive because currently they simply offer too much.
Posts: 563
Assault engis are limited by range, no snare and really drop like flies when you focus your fire at them.
with jäegers i agree they can be annoyingly effectively used as mainline thanks to buffs but we are probably gonna see some nerf in future.
but those ones you mentioned are not meant to be used as mainline infantry. Yet spamming them can yield some results.
Posts: 13496 | Subs: 1
...
but those ones you mentioned are not meant to be used as mainline infantry. Yet spamming them can yield some results.
That is exactly my point. If the core of an army is made up by a unit replacing mainline infantry, that unit should be designed as mainline infantry even if it is doctrinal.
It should not come with abilities and weapons like flamers, with critical kill, with extended vision, with snare that do 1 hit engine damage or other such abilities.
Posts: 563
Posts: 17914 | Subs: 8
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Posts: 13496 | Subs: 1
instead of nerfing them directly we should rather increase deployment recharge so player cannot effectively just spam them.
Again this is my point. If this units come early they should limited in the number they can be produced and they where weapon locked behind tech similar to mainline infantry.
That way they can still come early enough to be part of the army (without being the core of the army) and they can still scale in to late game.
Restriction could include start on cool down, increasing CD, being built from HQ.
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Posts: 3166 | Subs: 6
Cavalry Riflemen lose their scaling once the Axis infantry starts to get weapon upgrades and might cause way too much bleed because they can't trade at range.
Assault Engineers, JLI and Pathfinders have no snares and using them as the core of your armies might be beneficial in the early game but they will be a big risk once the light and medium vehicles start showing up.
If the player is willing to take those risks, that's fine. It might work or it might backfire. That's strategy. Diversity is good for the game.
Posts: 13496 | Subs: 1
I disagree. Players should have the freedom to choose whatever unit composition they want to go with as long as it doesn't become unbalanced. These units have drawbacks that makes using them risky in the long term.
They should if this units where produced from building and they had a built time and if they did not come equipped with weapon that ignore basic core games mechanism like cover (flamers,critical) one hit snares, tech cost and so on....
Posts: 1304 | Subs: 13
They should if this units where produced from building and they had a built time and if they did not come equipped with weapon that ignore basic core games mechanism like cover (flamers,critical) one hit snares, tech cost and so on....
You could learn to play around the mechanics of each unit rather than trying to fight them as you would traditional mainline. Outside a few units that have already been noted, most of the call-ins have major weaknesses that can be exploited.
Assault Engineers: Aside from the fact two squads can be called in rapidly and initial durability with 0.9 RA, they taper off heavily due to their short-range weapons with the flamer being the main thing to make them relevant later in the game. They have mines and utility, but they also lack proper snares and need to be pushed forward into the 10m mark to deal damage. MGs shut them down along with infantry with automatics, later in the game, who can start the engagement at range.
Pathfinder: They will lose to most infantry unless they can maintain the fight at long-range and they need to be in cover due to their vulnerability to incoming fire. Yes, they are strong scouts, but you lose snares, front-line staying power, and the ability to actually attack a position due to their need to be stationary for their sniper rifles.
Cavalry Riflemen: Short-range snare and short-range weapons. While they get smoke, they do not get traditional grenades and are a unit that will be focused down. Furthermore, they are a 1 CP unit and can actually be considered a mainline replacement.
JLI: We know the issues with this unit. Once those issue are fixed, though, they can be rushed with vehicles.
Posts: 13496 | Subs: 1
You could learn to play around the mechanics of each unit rather than trying to fight them as you would traditional mainline. Outside a few units that have already been noted, most of the call-ins have major weaknesses that can be exploited.
...
Exploiting weakness is easier at 1vs1 but becomes increasingly difficult in 2vs2.
The timing of the unit is also essential and that was proven with osttruppen who now start on CD.
Instead of creating different solutions for these units apply a single solution for all of them, either having to be built in HQ, or starting on CD/ increasing their CD.
Posts: 17914 | Subs: 8
Somehow I don't see a 280mp unit swarming anything up.
If you are not being overrun by rifles, you certainly won't be overrun by Assengies who arrive what? 20-30 seconds earlier then rifles and need to close the gap?
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