Unit / MP Cost / Popcap / HP / Dmg10 / Dmg20 / Dmg 35
Obers 340 9 457 25,7 20,8 14,8
Penal 300 8 480 26,4 18,6 10,8
Falls 340 9 386 33,6 25,6 18
Pgren 340 8 400 47,2 28 4
Falls are probably stronger than current k98 Obers and they dont make OKW an unstoppable force. The performance between vet0 volks and vet0 5 men sections is probably bigger than the difference between vet0 Obers and vet 0 5men section. Still people say its fine and ignore how OKW get dumpstered in 1vs1.
And yeah if they are too strong at that timing just adjust their vet0 rec acc from 0,7 to ~0,80-0,85 and move it to vet 4-5. The current timing is unreasonable for an unit that dies way to fast against explosives, has not at and still doesnt outperform other elite inf that arrives at cp 2-3. Playing heavy light vehicle build (and thats meta in 2vs2 atleast) feels really bad without JLI/Falls.
Fallschirmjager even had the extra utility of acting as an Ambush unit, and being able to be dropped anywhere you like. Obers don't have this luxury, and somehow are going to be unreasonably broken? I'm not really seeing it.
I'm interested in seeing how JLI compare... Though It's admittedly rather hard to just go from their pure stats, as their real strength is their Snipe (And ability to outrange infantry at vet. Im not imagining this part, right?) |
And none of it is accessible in 3rd minute.
Will you have the manpower to support a blob of Obers by the third minute, while preventing the enemy from having any sort of light vehicle or other method of dealing with them?
Isnt this the same sort of argument people use against Penals? They're too expensive to be able to get map control with? |
Ok, I'm actually reconsidering this since Kar98 Obers are pretty close to PGs and Shocks and they would come out at similar times. But this would be a big problem in 3v3s and 4v4s though.
3v3s and 4v4s typically have a plethora of explosive options to deal with infantry blobs, however. Particularly ones as expensive as Oberblobs. |
Since games with skilled players on both side are being played - you don't fight lost battles, you retreat from them to avoid unneeded attrition and feeding vet to opponent.
Unless you specifically feed opponents infantry vet, its extremely rare sight to even see most squads at vet2 by the time 1st med tank arrives and obers arrive well before that.
Speaking about 1s and 2s here.
This isn't the case. Units reach Vet2 routinely in 1v1s before medium armour hits the field.
Random example: https://www.youtube.com/watch?v=zuTHR9YRDSY&t=2608s |
Since when has this been remotely true.
And even if it were, Obers would be being wiped just as often, providing a net drain on your manpower. |
Then you will be happy to know that if the game is not 4v4 meatgrinder with reinforcement units/structures right behind the sector that is being contested, it is impossible to have vet3 anything but flamer CEs by the time obers hit the field.
Since when has this been remotely true. |
I just think should be more scatter. I don't see how cooldown is a problem.
Making something more random isnt really a good way to balance it. |
They're also completely defenceless vs any sort of light vehicle. |
Cuz they’re broken OP and need a nerf.
In what sense? That an expensive unit with a long reinforce time, and expensive reinforcement can beat allied infantry in a fight? |
Problem is, Cons can sprint. How do they compare versus AssGrens? If giving Cons 6 PPSHs does more damage than AssGrens, then I think it would be too much. The question is if we should compare them to 5 man AssGrens or 6 man AssGrens.
I will say I like the idea of giving them 6 PPSHs. I hate it when SMG squads don't all have the same weapon.
There's no justifiable reason PPSH cons should be able to compete with Assgrens in terms of Damage, honestly. Cons would retain their snare, and their Sandbags, and their merge.
A better solution is to allow Soviets to call in Frontoviki squads, rather than make the PPSH itself a stronger upgrade. That, or allow it to be combined with Seven Man. Three PPSH already let cons beat non-assault squads when they close in, while not leaving them entirely defenceless at range. |