Sector Assault's about what you'd expect from a 250 MU skillplane. You could probably make it 300 pretty safely, but that wouldn't really change much.
The problem is it was added on top of an already top tier commander.
Overwatch
- Goliaths
- Warning Flares
- Jaeger Light Infantry
- For The Fatherland
- LefH Artillery
- Sector Assault
Remove any one of those and you've still got an incredible commander. Putting Sector Assault on top of all that other stuff is simply overkill.
If you put it in a currently weaker OKW commander like Feuersturm or Luftwaffe it'd probably be okay.
How exactly it's balanced when Brit skillplanes cost 200 munition and have 2 planes (1 AT/ 1 AI) and USF have just 2 AT planes for 240 muni? This ability has FOUR skillplanes, again it's same mentality - "it's Axis, therefore it should be better while costing the same".
Basically Pathfinders/Snipers vs JLI 2.0 |
With AI planes coming first, you cant stop AT strafe, in fact if you have M5 with quad anywhere near circle it will probably die to AT strafe. Adding a second AI plane was dumb AF considering the cost of that ability and the fact it's already "counter-everything" button - the last thing Overwatch and OKW needs in general |
Common sense solution is to remove Raid and add separate Pack Howie paradrop instead. Raid is pure joke on USF for obvious reasons |
Well it would be ok if Jägers were priced like the elite unit that they are. Instead they have the price of mainline infantry and on top of that can be spawned out of buildings + get camo + get sprint + get first strike bonus + lowest RA in the entire game at vet 5.
It's pointless to discuss anything with fellows who who think JLI are even remotely okay. Ambush camo, sprint, infiltration ablity, retarded RA bonuses making them tougher than shocks on top of a 70% crit sniper rifle and cost similar to Grenadiers coming out at CP1 are broken, anyone above 70 IQ figured that out with exception of "balance" team, after this patch I dont think anyone could take them seriously anymore.
Hard nerfing Valentine and slapping KV-8/Shocks with nerfs while doing nothing to JLI monstrosity they created going to kill this game for good, nobody in sane mind wants to deal with JLI every fucking game |
This hotfix is taking several weeks already, its not exactly hot.
Simply reverting JLI buffs and removing sector assault from Overwatch would've fixed all the problems with this patch, but I guess it's warcraft 3 for another week (not that it's better with current NE shitshow) |
Except JLI don't have 100% hit chance, 100% crit chance, and 40 (or is it 45) range.
Instead they have much cheaper cost, 4 models with 0.8 RA compared to single model with 1.15? I dont see 4-5 Soviet sniper blobs every game, but everyone who plays team games faced JLI blobbers almost every match now |
That's not true. Their brokenness comes from being able to benefit from cover while simultaneously mostly negating their opponent's.
Take them out of cover and A-Move them and they lose half of that advantage. They're still good, but not to an absurd degree.
No, the cover counter is the whole problem with them. Cover combat is a big part of this game and going JLI makes cover incredibly one-sided. JLI beat everything up to LMG Paratroopers in mutual green cover, meaning the only way to fight them with infantry is to blob up to point blank.
Degrading the game into a 4v4esque blobfest decided by artillery spam should not be the goal of balance patches.
Their power comes from 70% crit threshold, once stacked enough JLI squads accuracy bonus against green cover or ambush camo does not matter, with 4-5 squads damage from their normal rifles is enough put all enemy squad members below 70%, when focus firing they can wipe MG crew/At gun crew or 5 man squad in a less than a second, not even Obers can achieve that. |
How exactly are they identical to snipers in your mind? Did you forget that snipers have the advantage of having 50 range and being able to outrange all enemy infantry, while JLI do not?
JLI do not need any range advantage, they can just A-move kill anything. 4 man squad with 0.8 RA and 3 grenadier rifles and sniper with 70% crit costing 250MP. If you think JLI are balanced or "slightly OP" there is to point in actual discussion with you |
JLI were really not possible to blob earlier if you were playing on a serious level dude. are you kidding me? No doubt they are too strong at this point, but if you're basing balance and bias on playing allies in 4v4 then we are operating on different planets and might as well have been debating on seperate games entirely.
Do you even realize JLI being impossible to blob is exactly the point? They are scout infitration unit which is currently being used as cheap, spammable elite AI squad that spawns everywhere on the map that slaughters pretty much everything when blobbed together.
|
You're talking nonsense. First of all the statement that the JLI were only not used because they were in a bad doctrine is a completely unsupported statement that you just made up. They were not a great or very cost efficient unit before which is why they were not used (just like airborne pathfinders weren't used at 1 CP and US ass enigs were underperforming at 4 men).
Shit dude, this patch has barely been out for a month and you're talking like the game has been irreversably ruined.
JLI were already powerful and nobody used them because of inferior doctrine and CP2 combination making them less attractive compared to just plain old Volkblob combined with Obers later on. JLI buffs are nothing more than green cover/garrison accuracy buff for sniper rifle and ambush ability out of stealth. You could blob JLI before and they were just as broken and effective, its just wasnt optimal to do due to bad doctrine requirement and CP2 lock on them, once those were removed it was already a huge buff by itself but that clearly deemed not enough
Also game IS in ruined state for large team games if 2 or more OKW players lock in Overwatch, city maps are pretty much completely unplayable thanks to JLI ninjas by themselves. |