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Partisan is beep like beep in 3s & 4s

19 Jan 2016, 09:58 AM
#41
avatar of Jadame!

Posts: 1122

Easily one of most useless commanders. In team games you want powerful force and late game tanks, not cheesy stuff which cant hold front line and would be rolled over by okw blobs.

Sure there is a maps where you can do damage with partisans, but that damage would be neglected in five minutes and your army composition would become terrible handicap in ten, so partisans is useless unless you trolling 1000 rank scrubs.
19 Jan 2016, 10:49 AM
#42
avatar of Kozokus

Posts: 301



In that case:

Falchrimjaeger - 38x4x2=304
Jaegers - 37x4x2=296

It was talked many times that spawning from builing comes with a cost, that's why Partisants' reinforce cst is not fair.


You may be right, i forgot this compairaison.
21 MP would be more acurrate maybe. It would add 42 MP for the cost of the "pop" which is 1/3 of what you add to fallshrim, but that takes the "spammable" trait in count.

Kozo.
19 Jan 2016, 14:55 PM
#43
avatar of DakkaIsMagic

Posts: 403

Reinforcement cost formula only works for some units. 47 mp falls, 35 mp IS, and 50 mp obers didnt work because they bled way too hard. Units need their reinforcement adjusted depending on the unit. Partisans are one of those units. 20-21 reinforcement for ai partisans perfects the unit.


The hope for relic to see this and make 20-21 Mp reinforce Partisans would be... Awesome.
19 Jan 2016, 15:01 PM
#44
avatar of VonIvan

Posts: 2487 | Subs: 21

A treath of people talking about partisans but none of them seem to have played more than a pair of games with them




The hope for relic to see this and make 20-21 Mp reinforce Partisans would be... Awesome.

+1

Partysans are initially useful for what they're designed for, but after doing their job the mp upkeep cost and scaling of Partysans into the late game can be somewhat difficult(unless you're on maps like semois summer), especially if you acquire more than two squads of them. At the moment I like the way Partysans are currently designed, however I feel a slight reduction in mp reinforcement cost would be a good idea.
19 Jan 2016, 16:01 PM
#45
avatar of Imagelessbean

Posts: 1585 | Subs: 1

jump backJump back to quoted post19 Jan 2016, 09:58 AMJadame!
Easily one of most useless commanders. In team games you want powerful force and late game tanks, not cheesy stuff which cant hold front line and would be rolled over by okw blobs.

Sure there is a maps where you can do damage with partisans, but that damage would be neglected in five minutes and your army composition would become terrible handicap in ten, so partisans is useless unless you trolling 1000 rank scrubs.


I actually disagree. Had very good use of Partisans win against me yesterday (to be fair, I was in 4v4 searching alone). But, their use was spectacular.

Using them only when a tank is injured and limping away, and mid combat. Then drop the smg Partisans nearby to hold off the pioneers and MT to make sure you get the tank. Expensive but wiping the tank is really important. MT helps you assist your team in the late game, and you should be wiping support teams all early game.

I do dislike them because of their cheesiness, but the commander is not useless.

Beyond all the hyperbole in this thread, Partisans can be used well but it takes a real skill to do it. Over powered? No. Stupidly annoying and in line with scout car snipers? Yes.
20 Jan 2016, 11:06 AM
#46
avatar of A big guy 4u

Posts: 168

Oh please. You have falls and Stormtroopers.

Also, how hard is it to destroy unused buildings?

20 Jan 2016, 12:16 PM
#47
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

Oh please. You have falls and Stormtroopers.

Also, how hard is it to destroy unused buildings?



Falls are long range, storms dont come with a shreck when deploying. Also no one in a fair match has the time to keep vehicles, troops in the rear destroying buldings...
20 Jan 2016, 12:19 PM
#48
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post20 Jan 2016, 12:16 PMSirlami


Falls are long range, storms dont come with a shreck when deploying. Also no one in a fair match has the time to keep vehicles, troops in the rear destroying buldings...


Sorry to interrupt but how Falsch are long range? Well, of course they are powerful long range unit but their close range dps is around 50 which is enough to use them efficiency at all ranges, not only long.
20 Jan 2016, 12:28 PM
#49
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3



Sorry to interrupt but how Falsch are long range? Well, of course they are powerful long range unit but their close range dps is around 50 which is enough to use them efficiency at all ranges, not only long.


too expensive for what they do at close ranges, usually you also have a very bad retreat path after deploying them in behind the lines so its 440 drown the drain for 280-240 mp squad, absolutely not worth it.
20 Jan 2016, 12:43 PM
#50
avatar of Australian Magic

Posts: 4630 | Subs: 2

No no, my point wasnt to move them close like shocks :) But rather to keep them still (instead of getting away) when enemy is moving towards you to close the distance :)
20 Jan 2016, 12:51 PM
#51
avatar of Katitof

Posts: 17891 | Subs: 8

jump backJump back to quoted post20 Jan 2016, 12:16 PMSirlami


Falls are long range,

16 DPS long 44 DPS short range.
Thats all-rounder to me, not specific range specialist.

What they are not effective at is shooting while moving.


storms dont come with a shreck when deploying. Also no one in a fair match has the time to keep vehicles, troops in the rear destroying buldings...

Allies find time to mine or wire entrances, I'm quite positive axis can find a moment to do the same too.
20 Jan 2016, 12:52 PM
#52
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

No no, my point wasnt to move them close like shocks :) But rather to keep them still (instead of getting away) when enemy is moving towards you to close the distance :)


He was saying that falls can be used like partisans, spawn behind enemy lines to wipe retreating squads, but yeah you are right they are also potent in close range with their firepower, but the insta model drop that usually happens after a few volleys makes them too fragile for mid, close range use even when they are still and enemy is closing to their position.
20 Jan 2016, 12:55 PM
#53
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

jump backJump back to quoted post20 Jan 2016, 12:51 PMKatitof

16 DPS long 44 DPS short range.
Thats all-rounder to me, not specific range specialist.

What they are not effective at is shooting while moving.




Allies find time to mine or wire entrances, I'm quite positive axis can find a moment to do the same too.


close range dps doesnt matter when they are dead or at 1 man.


yeah mine is a lot faster to deploy, and axis have to do that too.

20 Jan 2016, 12:59 PM
#54
avatar of Katitof

Posts: 17891 | Subs: 8

jump backJump back to quoted post20 Jan 2016, 12:55 PMSirlami


close range dps doesnt matter when they are dead or at 1 man.

And how would they die?
Support weapon crews murdered them?

On long range only brit sections and heavily invested rifles(dual BARs or LMGs) aren't outgunned(taking into account rec acc for accurate DPS).

You aren't exactly supposed to use them at close range vs shocks or thompsons paras/rangers.

You are supposed to use them according to the target you're going against. Brit sections? Rush for CQC.

Rifles or cons? Stay at long range in cover.

Shocks/thompsons? Screen yourself with a nade and don't stay in CQC.

jump backJump back to quoted post20 Jan 2016, 12:52 PMSirlami
but the insta model drop that usually happens after a few volleys makes them too fragile for mid, close range.


If it took few volleys to drop that model, then its not instant :snfBarton:
20 Jan 2016, 13:06 PM
#55
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

jump backJump back to quoted post20 Jan 2016, 12:59 PMKatitof

And how would they die?
Support weapon crews murdered them?

On long range only brit sections and heavily invested rifles(dual BARs or LMGs) aren't outgunned(taking into account rec acc for accurate DPS).

You aren't exactly supposed to use them at close range vs shocks or thompsons paras/rangers.

You are supposed to use them according to the target you're going against. Brit sections? Rush for CQC.

Rifles or cons? Stay at long range in cover.

Shocks/thompsons? Screen yourself with a nade and don't stay in CQC.



If it took few volleys to drop that model, then its not instant :snfBarton:


Those are not realistic scenarios, falls work in 1/10 situations. But i am not asking for a buff since they can very easily come the most op unit in the game, just some rework.

well it just depends on rng, it can be the first volley aswell, but the point was that they cant take any damage before they need to retreat.

20 Jan 2016, 13:17 PM
#56
avatar of Katitof

Posts: 17891 | Subs: 8

Falls had one huge problem-bleed.

That was fixed.

True, they aren't most durable infantry, but they aren't less durable then grens, they still do very good behind green cover or in garrison, they simply aren't no brainer unit that you can spam, still some people do.
20 Jan 2016, 14:15 PM
#57
avatar of strafniki

Posts: 558 | Subs: 1

some abusive partisan spam in 4v4 against OKW blobs is actually pretty interesting. just abusive lelic things.
20 Jan 2016, 18:38 PM
#58
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post20 Jan 2016, 13:17 PMKatitof
Falls had one huge problem-bleed.


Formation. Every time i used them i have to pray to RNGesus for that random shell not to drop in the middle and wipe them.
20 Jan 2016, 19:24 PM
#59
avatar of whitesky00

Posts: 468



Formation. Every time i used them i have to pray to RNGesus for that random shell not to drop in the middle and wipe them.


same with Sov snipers... i had a 3 vet sniper get 1 shotted by a lucky mortar. story of my life
20 Jan 2016, 19:45 PM
#60
avatar of general_gawain

Posts: 919

I recently had great success in 3vs3/4vs4 arranged teams with AT-Partisans, but it only works that good because of teamspeak and my mates bringing good AI and artillery units to the field. Both commanders with AT-Partisans are weak versus infantry and have no lategame options.

Usually I finish off a dozen of damaged tanks in a game because opponents do not shut off my partisans properly. Its halfway their fault and halfway the fact that the german shrek is incredible potent versus armour (even the heaviest of german tanks).

One problem I usually encounter: In a 3vs3/4vs4 that takes about 40 minutes or more I end up with 7+ squads of AT-partisans, all leveled to vet2/vet3 because there are so much opportunities to call in a squad to kill a tank. I would like to see a dismiss button that refunds you around 2/3 of their price if they are at 4 man. It feels like blobbing them but it happens automatically if you don't loose them (at least you can mine a whole area in no time having so much squads).
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