Well, a bit a self aware necro... The new buff they gave to the paras from the jul 22 patch
Paratroopers
-Thompson package now provides 4 SMG’s instead of 3
-Tactical Assault now increases burst length while moving
After testing it i can say that the paras with thompsons do feel much better, at least viable if not more and the ability dosen't seems so much like a suicide button anymore. We can walk in style now.
I'll update the main post since it seems like Relic listened, but the other problems still remains for the pathfinders, the drops being overpriced and breaking your squads behind enemy lines and the lack of really interesting abilities/equipement for the paras.
What do you guys think of this change? |
This commander is too weak I agree but what are you saying about the paradrop?
If it came fully crewed, would you drop it on a flank or behind enemy lines? You'd be gifting them an AT gun + Exp.
Being uncrewed does not cancel the point of a paradrop. The point is convenience, not having to use build ime + move time to the front. Just insta-gun! Drop it near your ambulance, crew it and reinforce.
Stil, this commander has some weak point. No sniper-crits on pathfinders?
It is still 800 MP for 1 and half squad + a 3 man AT gun. When being behind the enemy line, the last thing you whant is to start with fewer man for more MP.
I can't say i agree with it being for convinience, i think it's just a side effect of it being paradropped. It's main goal (since vCoH) was to build smalls defences pockets on the flanks or behind behind the enemy line. The huge cost of it makes it terrible for front line duty, i'd much rather get it from the base. |
The worst part is that the I&R pathfinders are a 3 man squad with no "sniper crit" and actually comes out at CP 3. (The commander highlight lies)
No sniper crit? oh wow that's pretty terrible.
They recently added one thompson and improved the skill the airborn gets with it. Which is nice, this might show they did read my post. So maybe we will see a pathfinder change down the line since it also was a big part of my post. |
Honestly, I got this commander, and I find it great in 2v2 games where your ally has a katyusha/ other long range fire support. As the name of the doctrine states, it is a "support" company, and I find that the M8 greyhound (especially at vet 1) is a great unit to scout defenses with, but I think it needs the hold fire ability. One other small change I would like to see is a revision of the I&R pathfinders to be a 1-2 man squad with the ability to camouflage out of cover for short distances like the ostheer sniper. Thoughts?
yea i suggested the 2 man camouflaged squad too, 4 man is a pain to hide and those 2 carbine dudes are pretty useless.
They should probably also be 0 CP as it was proposed for the normal pathfinders. These come with a 140 MU artillerie barrage and 20 MU fake one. The 140 won't be used any time before 2 CPs anyways and the fake one won't see much use since people would expect it's fake at this point in the game. Really no reasons to keep it at 2.
In any cases, some of the problem from this commander are related to the one of the airborn (which i made a pretty extensive post about). |
Actually i did start a pretty extensive discussion about this commander. It got some steam for a while and died at some point. The issues you are discussing here were discussed there too with suggestions and all.If someone whant's to continue the discussion there, i'll gladly respond!
http://www.coh2.org/topic/20110/toughts-of-a-veteran-on-the-airborne-company
Cheers for an actual Airborn company!
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Well i am still not so keen on the idea of dropping as i believe they weren't dropped right at zone but somwhere close and had to close in on the right position to deploy a beacon. The drop would also increase this recon unit's cost. Considering the size of the map and how they could have the german sniper's cloak, you could consider that they were dropped somewhere close and the zone they had to recon is the one where we play. Add to that a 0 CP cost and they can infiltrate before the fight start to already plant beacons.
Someone considered the airdrop a 40MP additional cost. Would you pay this price early on for a recon unit that can move around invisible given certain conditions?
Let's no crowd the airspace and give away our intentions too quickly! My 2 cent.
If you like extrordinary soldiers, i suggest you check Léo Major. Personal favorite war hero for many reasons. I won't spoil too much but this include: punching a british officer who tried to execute his prisoner and probably making more prisoners than many good snipers ever shot. If there was a Léo Major doctrine i'd play that and stop building any troops. Unfortunatly it would be OP. Ubersoldatens piss you off? this is like 40 of them.
@victorstrategos:
I can understand your anger toward the current state of this company given you had relatives. Also thanks for the kind words. |
Why get another 290mp unit to do that when you can do the same thing even better with an ambulance? The only time a beacon would be useful is reinforcing inside enemy lines, but if you are doing that they are just going to find and destroy it quickly. Beacon should just make the reinforcing safer, and as an added bonus maybe have a faster reinforce time next to it. That way there would actually be a reason to use one inside your own lines rather than a ambulance.
Well, the idea is to have an interesting gameplay. sure the beacons seems easy to find but they are kind of invisible to some degree and free. Planting a few around to make backup points for your paras who operate behind the enemy's line add it's own gameplay element that no other company can offer. I like this idea and i think it should stay for those reasons.
@coh2player
The .30 paras are indeed pretty good, but some say it might be a mistake that will be resolved (Allied units doing too well, where are we going) I'd still say that the infantrie .30 would be better since they would have gained more experience by then, have smokes, rifle AT nade and other good ability given by the infantrie company. Let's not forget cheaper. In any case, let's keep looking at making this company interesting so if a nerf hits we can still have something. |
I like airbornes having to reinforc near a beacon. It adds to the gameplay and give them the possibility to have nicer abilities since it's not as effective as straight down reinforce anywhere, plus you need another 290MP unit for that. |
@MilkaCow
That was beautiful.
Edit: Just wanted to add that even though the Airborne themselves may be overperforming, the commander as a whole doesn't feel op. It's in a good place right now as is.
we'll increase the price of these currently one trick poney LMG armed rifleman. Can we carry on with the discussion now? |
@PTcommie You said in the original post that the pathfinders were infiltrated,which is true,but its not like they walked behind enemy lines like they do ingame.
They were always paradropped,about 30 mins before,laid beacons for the drop zone,and then rejoined their unit.
The game is missing the paradrop and rejoin part,and thats why its so awkward(and underwhelming) to try and pull off without getting caught,in any SERIOUS game.
Its nerfing what the commander SHOULD be.
They are missing a huge element of it.
it would go a long way in making the commander less underwhelming,and its far from overpowered or silly to make them paradrop in,since you can see the plane ,and
IT would just make the infiltration part a lot easier and better and crisper to pull off if you could truly land behind enemy lines,THEN hide,and then place some beacons, and actually pull off a mini Market Garden,instead of walking halfway camo'd through maps not designed for sneaking around,getting caught,getting your beacons and pathfinders destroyed,and all the while wasting TONS of micro and time trying to do it.
Well, i fear that if they come in by air, any decent player will just know where they are and hunt them down easely due to the small size of the maps. A 2 man squad with the german's cloak and current sight range could most likely walk it off easely. Most maps have some long edgerows going trough it.
After the airborn dropped. They can still support them with their rifle and increase the view range you have. Some other nifty ability like trip flare or designated marskman could be usefull for when they regroup with the rest of the paras while not really being in the same squad. |