Keep them as they are but improve RA slightly to make them a tiny bit more durable. Right now they are pretty good already just slightly too fragile.
I think this is why they don't really get used. Why use a fragile doctrinal all range squad when you have a stock long range squad that is harder to hit? The camo is the only standout difference to me, cause the faust is just risky to use on a 4 man squad that's so expensive |
Like I said earlier, if you are afraid of their starting dps and want to nerf them based on that and rob them of their unique and elite status and turn them into Uber volks (5 man squad with 2 automatics, just scaled up) why not try starting then with a half mag so they have to reload sooner.
They are great units that don't see a lot of use because they take a bit of attention to get their value for cost out. I don't want to see them become a mainline replacement in larger longer games. As now they act more like JLI probably should--alone as ambush troops, not as a ball of fuck you.
See I would argue they're not used because they're just worse Obers. AI specialists that are less survivable, only real combat difference is the snare. Falls have good dps at all ranges but they pretty much need to keep the distance anyway because of how squishy they are
I view camo for them as being sory of like the rak43. Their survivability is so crap they need a trick to help them stay alive. It's not cheesy like Rak camo, I just mean it's reason for being there is similar
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Not that i necessarily disagree on, but you are going full sneaky bs with that "specifically saying", like a lawyer playing with words.
I am not being sneaky about anything, I want the KV buffed that is obvious. You can buff its main gun without directly changing it's AT power (aoe, scatter) and you can increase AT power without it becoming a fucking Tank destroyer. There's no sneakiness there, I don't know how much more clear I can be about it.
It has the gun of a t34/76. Like I said, that gun is SIGNIFICANTLY worse than a TD at killing tanks. That difference is not irrelevant, idk what you're trying to suggest.
And please stop wasting my time with semantics
You replied to me first, and you haven't had a point the entire time. You have no one to blame but yourself |
BTW i never said that KV1 would replace TD, haha that should have been someone else.
If that doesnt bring KV1 to TD tier i dont know what then, if 1v1 battles turn in favour for KV1, then congrats now KV1 is officialy a Heavy TD.
Nobody had even talked about increasing range or penetration, and yet somehow you were convinced we were turning it into a heavy TD... |
I dont see the "shock value" in them. They need to air drop in and I have not in my days seen them dropped into combat.
It's not about dropping them into combat it's about dropping them behind it and kiting things on retreat. I do this with commandos all the time cause the glider is easier to call in to the FoW. But it can be done with falls too
I doubt it would happen in 1v1 but in team games theres a lot more space to drop them behind enemy lines.
A cheaper 5 man squad with 2 fgs sure sounds alot like better volks, and fuck that shit.
Well thats not what we were talking about. It was going to be more expensive and stronger. Not cheaper an weaker. Same MP cost with a munitions upgrade, and a buff.
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As it is now kv1 displaced all but other TDs, why would you want to buff them? Comparing kv1 to TD always will result in KV1 gun being weaker, congratulations, obvious logic there.
You are the only one talking about TDs. No one here is even specifically saying making it's AT better. Maybe make it better against infantry, heck the title of the thread is about giving it a command style ability. Main gun aoe could be buffed, or they could buff its mgs, there's a bunch of options.
It has 35 range. TDs have 60. Where do you see anyone suggesting a range increase? If you don't, then YOU are the only one talking about it becoming a TD. The rest of us are just talking about how to improve a unit that no one uses |
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Did you see the idea vipper and I discussed? What about buffing them and making them require a munitions upgrade? I don't have a problem with their power overall, I just don't like its shock value.
I feel like it's better for the squad too if they sacrifice shock value for a net overall improvement |
One has to test but if one keeps the high cost and add munition cost I would rather add 5 member and have them 5 K98 and able to upgrade with 2 Fg42.
If they have a high cost and require a weapon they should not be easy to wipes.
I like that idea better than what we have now, but that might be changing the unit too much for a lot of people I feel. It seems like most people prefer them not to change |
I would have no issue to have start with other weapon and having a weapon upgrade for MP power cost reduction.
With current buff to units they are not worth 380 manpower cost.
What about adding a muni upgrade and buffing them? I'd rather make them worth the high cost than have them be cheaper. All I'm saying is delay that performance a little past the drop. Can still upgrade anywhere, just like Paras |
USF paras can drop with pin point accuracy on beacons, falls drop seems to be effected by LOS.
Both are effected by LoS, the Paras is a lot more. And I'm well aware of beacon drop that's my exact point. It requires another squad to have already been there just to set up that precision, for a squad that still needs to upgrade and it isn't even free.
Edit: might be wrong about the drop zone. They look the same in cheat commands, I swear the Falls and Soviet airborne used to be noticeably more precise when all conditions were the same
Falls are ready to go after the drop much faster, but that's the only tangible difference. Still think all squads that don't spawn in the base should have to upgrade if they have good AI power |