They are doing well in their role. |
Nah, this is clearly a learn to ambush issue, i mean i made them work in a few games i had and i am not a great player. Just place them behind cover or in a crater, put hold fire on (duh) and wait for the enemy to come your way. It's really not rocket science.
It's true that they are not a great antiblob tool, but you know, you can't have everything and ostheer has other tools to handle that.
And yeah, you might as well delete the schreck. |
I mean, if it is just about making Falls viable, you might just as well move them to ostheer. I'm sure there is some close air support commander that has use for them. Also Ostheer would profit a lot more from some elite unit spice than okw, which already have obers and jaeger light infantry.
Though that is probably an idea for another commander revamp, should it ever happen. |
So, i've been following this thread for a while and i would disagree with the notion of 3v3 and 4v4 being no fun at all (otherwise they wouldn't have such a huge playerbase). Now first i should add that i play 3v3 mainly, also i don't play with random teammates.
Now i guess the main reason that many people find 3v3s and 4v4s unfun is the massive ammount of artillery that can be brought to the field. I would agree with this, but i also think that artillery has the same weaknesses in 3v3 and 4v4 as in any game mode. This weakness, as most of you know is that it takes popcap and as such takes away from your field presence in terms of infantry and tanks and if you can't get enough value out of the artillery peace you are probably going to loose the game.
Another thing are commander ablities like a scouting flare combined with a stuka divebomb or a sector assault. These are certainly strong, but i might just as well pull them off in a 2v2 and people aren't calling those unfun, are they?
And for the bunker point that was brought up in the last few posts... just build an at gun, or use smoke and demo charges and just walk up to it, it's not that difficult, three shots or one little 45 muni boompack and 150 mp and 60 munis are down the drain. Great for stalling, but not good enough to keep a halfways solid player off a point if he is determined to get there.
Anyway, this has gone on for long enough, but i just want to add that the game is probably in the best state of balance it has ever been and that, in my opinion translates into the bigger game modes too. |
Don't think it's neccessary, they balance well with Ostheer Pioneers, they are cheap, do their job. No reason to change anything (aside maybe in a new commander). If it aint broke, don't fix it. |
The Commander feels all in all just underwhelming and boring, also not very usefull over all. I just can't imagine a situation where i would think: "What do i need? Oh yes Luftwaffe Ground forces".
The Smoke Recon Assault is a fine ability which might have some good synergy with some other units.
The Fallschirmjägers themselfs are fine, but i don't like that they spawn with 3 men, i think a better way to nerf the infiltration ability would be to put the grenade on cooldown. Though i think the best option would be to make them a fast airdropping squad.
Airborne Assault is just.. underwhelming, a mix of, well a lot of things to get.. nothing. While i like the idea to attack one specific point i think a stuka bomber drop would be a better idea, just to neutralize the sector, instead of having a squad that a) dies immediately or b) you don't really need.
The Flak Emplacement, it's not something that should be part of this commander. An Ostwind or an AT Hetzer would be far more interesting and fitting, at least in my opinion, or do an airdrop of some useful team weapons.
Valiant Assault, another ability that i think nobody would miss, either you change it. Or you replace it with something else, for example something like Luftwaffe Reserves, which would do something similar to Rapid Conscription for the Soviets (just something from the top of my head). I think that would be a neat idea, if properly balanced. Or you could do something entirely else.
In any case i think there are two abilities that have a huge potential to make space for something more interesting to make this commander more than a waste of space or a Fallschrimjäger homage.
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Well the thing is atm that it can take ages to find a game as allies.... i guess it wil get better with time. |
That's a terrible way to look at things, and leads to poor balance.
Well, actually i wanted to add "from the start" but i was too lazy to do it...... |
And by the time a 222 comes out their is usually an AT GUN waiting behind the WASP or other mentioned vehicle that wipes it quickly. BECAUSE EVERYONE ELSE GETS IT WITH THEIR FIRST BUILDING/UPGRADE....
You're helping prove the point I'm making...
Aaaahhh.. it's getting too hard for me sorry, i can't discuss this any more with you.. it's just too much. Just live on in this thread and fight for your unnessecary and unbalanced idea, i won't discuss this any further with you, but i suggest you get a high dose of l2p.. because evertime i think you bring up a stupid idea i feel like looking at your playercard and think: "Well, play more, play better and stop crying".
ps: You don't need a hardcounter for everything the enemy can field. |
i think its good but its too expensive and you have to choose doctrine for it.
maybe raise the cost a bit and make it baseline for germans so they can react and stop overwhelming numbers from squads of the allied forces
What overwhelming numbers from brits or USF? |