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russian armor

Lets talk shrims as a commando unit

14 Jun 2019, 18:34 PM
#21
avatar of thedarkarmadillo

Posts: 5279



As long as Obersoldaten exist, Falls in their current state are redundant as long as they drop 25% of their (rather mediocre) DPS per model drop. Non-concentrated DPS simply does not work well for 4 men squads.

Some things can be done to their timing and role, but ultimately their non-concentrated DPS is always going to be a weak point when IR STG / LMG Obersoldaten do have it.


Falls still are attractive due to the snare and camo regardless of obers imo.
They are a different flavor, harder to use but higher skill cap as well.
They are not bad infantry by any means, o ers are just easier...
15 Jun 2019, 12:31 PM
#22
avatar of Balanced_Gamer

Posts: 783



Falls still are attractive due to the snare and camo regardless of obers imo.
They are a different flavor, harder to use but higher skill cap as well.
They are not bad infantry by any means, o ers are just easier...


I do agree that Falls are attractive due to their versatility but I think that is where it makes this unit unfavourable.

It costs around 360-380 which is hell a lot of manpower. For its current performance, it performs worse than Pzgrens (better in close-mid), Obers (better close-long), Jagers (mid-long) especially Sturmpio in (close-mid) range.

I feel this unit Falls could do for its current price with an additional man. A 5 man squad instead of its current lackluster role to fulfill as a special unit, to make it strong or even a potent unit. USF paratroopers always win against Falls even when you attempt to use camo. In fact, against most other factions (even axis own elite that are cheaper) elite units, they lose.

For me overall, Falls just need better potency for that price. Their are not worth it currently for their performance.
15 Jun 2019, 12:45 PM
#23
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

Im going to expand on what I think falls' issues are.

They cost a lot of manpower at a phase of OKWs game where OKW doesnt have a lot of manpower to spare, especially not on anti infantry (this is when t70s and the like are hitting the field).

They quicklu get outscaled by initial obers, then get outscaled fairly hard once the obers get vet, bringing only minor amounts of utility to make up for it.

Brainstormed changes aim to: make falls less expensive and thereby more accessible, lower their initial power but make their timing earlier (meaning they dont get unlocked at the phase of the game where youd rather just spend on AT), give them better scaling throughout the game and make sure they dont get outscaled by obers so hard.

More...drastic directions for them were discussed, but we opted for the above for now.
15 Jun 2019, 18:47 PM
#24
avatar of DerKuhlmann

Posts: 466

Maybe if they got a commando abilities, you wouldn´t compare them to obers?

Lets say they lost faust and got mines instead.

Now you could ambush vehicles, with a hidden raketen and a falls.
15 Jun 2019, 18:52 PM
#25
avatar of Katitof

Posts: 17892 | Subs: 8

Maybe if they got a commando abilities, you wouldn´t compare them to obers?

Lets say they lost faust and got mines instead.

Now you could ambush vehicles, with a hidden raketen and a falls.

Oh something like..... the exact thing they can do right now.... with faust?
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