Why does assualt engineers work better than riflemen as a starting unit?
Better starting RA, better vet 1, and better DPS. They'll get rolled by luchs/222 though, and they scale worse into late-game, so I really wouldn't depend on them as a riflemen replacement. |
I actually agree with the idea someone suggested of adding this unit to Rifle Company. I agree it is somewhat overshadowed by the WC-51 in mech company (although that commander should definitely keep the M3 is for no other reason than it is the so-called mechanized company and this halftrack honestly should have been a stock unit in the first place considering how ubiquitous it was in US service. Instead the only allied halftrack that is stock is the M5 for the Soviets, who didn't even use halftracks in a combat role...)
Besides that, buffing the MG base accuracy a bit couldn't hurt. |
Just make Falls a 5-man squad with 3 Volks k98s and two FG-42. Same RA. Reduce the reinforce cost to 30/33. Boom. 300/330MP airborne deployable infantry squad with all their abilities and camo but no quad BARs BS.
Falls become one of the least squishy squads in the game and keep concentrated DPS and their ambush camo, abilities etc, but aren't terminators designed to replace obers and kill everything on the map. Everyone wins. No further upgrades besides maybe a 60muni 40muni(?) triple volks MP-40 upgrade (definitely not stormtrooper MP-40s). Said upgrade would however prevent picking up BARs and LMGs and whatnot.
Anyone who thinks such a 5-man camo squad with 0.85 0.83 base RA, a snare, frag grenade, smoke grenade, and two free BARs would be useless is also either kidding themselves or just wants Falls to be better Obers or something.
EDIT: I think Falls reinforcement time should also be reduced a bit, or at least that it should be during the ability which allows them to reinforce anywhere on the field. Presently that bonus ability really doesn't benefit them that much considering how slow to reinforce they are. |
Why are we talking about the kubelwagen in the USF thread |
+1
They're probably only so expensive still because of design oversight when they first got reduced to 3 men on spawn. I've been intermittently complaining about the issue for like a year now lol.
I'd like if they came as full squads with lee-enfields like stormtroopers though, and just give them a sort of lengthy free upgrade to their suppressed stens. That way they'd still have some use as infiltration troops beyond maybe trying to wipe snipers or 1 man retreating squads, but they'd take some thought and preparation to use.
I really like this idea. |
No it is not, it is not scaling late games.
As a 2v2 Ost player, at most you get 1 panther each if the game drags on. You end up 2 panthers vs 2 Jacksons + 2 SU85 or 1FF + 1 Churchill, depending who you match up with.
These double TD zone out panthers totally on vet. Panthers are expensively useless late games because allies have no reason build med tanks.
They have no reason to build medium tanks because they get hard countered by the Panther lmao
Allied TD spam is the direct result of Axis heavy tank concentration, and that absolutely includes the Panther. |
We are speaking about full tech costs, and not 1vs1.
Stop bringing 1vs1 arugments, this gamemode is dead.
Edit: And I don't play OKW that often, because it is a shitty fraction. The fraction is simply bad designed.
Imagine thinking 1v1 is a dead gamemode when its literally the most competive mode and what the game gets balanced around. |
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yea, great idea.
This would strengthen the strong infantry character of this faction.
Alternatively: give them a better vet2 and vet3 increses to have them perform in late game.
I would love that.
USF already has good veterancy besides the vet 1 snare. It's only OKW that makes it look bad, Riflemen get far better vet than say, Grens.
TBH Im happy with just the short range DPS boost |
It really should at least be more expensive than the ambulance. |