Actually the biggest problem of falls is their survivability being too low. With those changes they are even weaker early game. The thing they need with current changes is grenadier recieved accuracy. Since they will need to scale with kar-98s and 2 fg42s till t4. Compare that to grenadiers with lmg42 and you will realise that falls will suck even harder. (sadly)
Wait, you're saying that they need a survivability buff then proceed to say they need a survivability nerf to gren levels? And 2 FG42's deal higher damage than 1 MG42 and it gets higher the closer your enemy gets to you. |
I's definitely too cheap compared to the pack howitzer and has way too quick of a CD on it's barrage. Otherwise it's fine I think.
Because it's much worse and the barrages barely do anything. |
Luftwaffe for OKW probably just needs 2 changes to make it good
1. Falls 5 men, possible upgrade to fg42
2. Replace the useless tank traps with an Ostwind (Why does the air force bring tank traps???)
I think falls shouldnt be touched, especially the model count. And they dont have a tank trap ability, its field defenses that just happen to include tank traps along trenches and the thematically fitting 20mm flaks. |
what loop , it teleports like mg 42
From my experience, if the model carrying the HMG dies, another model teleports to .50cal goes prone and picks it up again. It's kind of a deathloop. |
Dont they just out survive them, usually comes down to VP battles, volks can put up with a lot of abuse from late game units, arty, rifles cant, they start having less and less time on the field, volks more. Its not like rifles drastically out dps them, they can stand there and ignore rifles for quite some time. They can still anyway just throw flame nade, make rifles move volks win.
So how does vet 4 allow them to outsurvive riflemen in the situations you mentioned? |
Rifles have a timing vet2 and 3 with double bars, however volks can still keep vetting and they will start winning and bleeding rifles a lot at vet4 maybe not so relevant in 1v1 but is in 2v2. Where it seems rifles start wiping due to late game units, but wiping a vet 4 volk is a miracle with out a direct priest round, basically usf just bleeds the fek out and okw volks cheaper to begin with get even better at not bleeding.
The start of the game is against USF rifles as well when they arguably have the weakest late game, so it use to make sense when rifles where the best starting infantry unit to make up for their poor late game. Not the case you can have a mid game usf push but often forced into stuart because of luchs. At gun dosent do it too slow to react too slow to keep up with luchs around the map.
So your forces with your slow start to try to make up for it midgame to lead into a worse position to longer the game goes. WTB a werfer or stuka so i can delete all enemy vet support teams or squads, wait i have to buy the pak howie, oh wait its hard countered and deleted.
So how exactly does vet 4 let Volks outdps Riflemen? |
You want them to beat riflemen at long range... even though riflemen cost the same to produce..., have a build time... and at the SAMETIME having more models than riflemen...?
Panzerfusiliers have build time too though. And they are stated to be effective at long range while riflemen are stated to be effective at medium range so I don't see a problem if pfusi are winning long range fights vs rifles. |
That cheezy little shock crew ability thay some vehicles and explosives have doesn't count as a snare do I hope no one is talking about that. To me an actual snare is where you permanently damage the engine until the vehicle isn100 percent repaired.
Then allies still have more of them |
You're trying to nerf things that are not problematic at all. It's the autofire on these units thats horribly strong, not the barrages. |
Theres actually more allied infantry that gets snares than axis inf. |