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Fallschirmjäger is very OP!

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18 Sep 2019, 02:21 AM
#221
avatar of distrofio

Posts: 2358

jump backJump back to quoted post17 Sep 2019, 21:20 PMgbem


though correlation may not necessitate causation... causation does necessitate correlation
angry rants may not mean something is OP... but if something is OP it will definitely cause a degree of angry rants...

airborne guards and shocks dont get snares... why should falls get them? they already have camo and a nukenade

Agreed on both points.
Why should falls get snares? IMO because falls are 'elite' volks (volks are elite enough by themnselves, i know). In the Previous patch they were relatively expensive and too fragile, therefore not cost effective enough. Now falls are very good in combat, so much they '''''justify''''' their design (it can be unbalanced though) and can now replace volks, at least a couple of squads. Therefore snares are part of the design.

Being said that i can understand more experienced players than me, might say that falls are simply OP and i agree with them to nerf falls.

But i would be careful on setting comparisons, each squad is different for a reason, USF and UKF have stock snares + handheld AT combo and penals get AT satchel. Cav riflemen have snares too, as doctrinal specialists.
My point is, one thing are elite infantry and other different thing is specialist infantry. All AI specialist have no snares (for obvious reasons), but elite infantry are not restricted by definition.
On top of that, Axis squads design have the following rule, has handheld AT -> no snare / has not handheld AT -> can have snare (if not specialist Ofc), this rule applies to grens, volks, falls, pgren, pfussies, jaeger commando, stormtroopers, spios. Obers are AI specialist, so are assgrens. Other squads not mentioned that dont have snare fall on the support specialist role.

TL;DR
Falls are by design a doctrinal better version of volks (good at all ranges), elite infantry but not specialists. Also axis infantry design differs from allied one. Each have benefits/downsides.
18 Sep 2019, 02:58 AM
#222
avatar of GI John 412

Posts: 495 | Subs: 1

One of the main problems with the design of Fallschimhager is that they have not real weakness.

Other high damage infantry units are either only good at one range like Shocktroops being only good at close range or Obersoldaten being good at long range or have a lack of anti tank weapons like Paratroopers, Obersoldaten or Shock troops.

The easiest solution to give Fallschimjager a direct counter would be to remove the Panzerfaust. Now they can still be really good at all ranges like they are now, but still directly counterable if unsupported.
18 Sep 2019, 06:10 AM
#223
avatar of Grumpy

Posts: 1951

One of the main problems with the design of Fallschimhager is that they have not real weakness.

Other high damage infantry units are either only good at one range like Shocktroops being only good at close range or Obersoldaten being good at long range or have a lack of anti tank weapons like Paratroopers, Obersoldaten or Shock troops.

The easiest solution to give Fallschimjager a direct counter would be to remove the Panzerfaust. Now they can still be really good at all ranges like they are now, but still directly counterable if unsupported.


They infiltrate anywhere at 2 cp with a full squad. I don't remember how much of a discount Soviet T2 got to make if "viable" or whatever, but no amount of discount makes it viable when OKW can just parachute in behind a maxim with much better infantry than the Cons you would have with T2.
18 Sep 2019, 06:39 AM
#224
avatar of GI John 412

Posts: 495 | Subs: 1

jump backJump back to quoted post18 Sep 2019, 06:10 AMGrumpy


They infiltrate anywhere at 2 cp with a full squad. I don't remember how much of a discount Soviet T2 got to make if "viable" or whatever, but no amount of discount makes it viable when OKW can just parachute in behind a maxim with much better infantry than the Cons you would have with T2.


That’s more of a problem with Soviets than it is a problem with Fallschirmjagers.

Falls are still pretty darn expensive though and are costly to reinforce when they take losses. I just think that they should lose their snare ability so you can counter them with light vehicles since countering them with infantry is hard. Yeah, Falls are strong vs Cons, but a T-70 will eat them alive if the don’t have a Faust.
18 Sep 2019, 06:48 AM
#225
avatar of Esxile

Posts: 3600 | Subs: 1

i shouldn't but im still am, the stat's page and testing mod are easily accessible


Why would we bother to test them? Balance team had 4 top10 players to tell them USF is going to be OP this patch but none of them to take a look at falls? Not really possible so we can assume Falls are exactly in the position the balance team wanted them.
18 Sep 2019, 09:19 AM
#226
avatar of Stug life

Posts: 4474

jump backJump back to quoted post18 Sep 2019, 06:48 AMEsxile


Why would we bother to test them? Balance team had 4 top10 players to tell them USF is going to be OP this patch but none of them to take a look at falls? Not really possible so we can assume Falls are exactly in the position the balance team wanted them.
well they were not wrong, the mini tournament for nogano vs von was coin toss of who chose USF first as it has gone 5-0 for usf :snfPeter:, gonna ask for Von rigged coin to always win heads or tails :romeoHype: i too want my free bucks
18 Sep 2019, 09:53 AM
#227
avatar of Esxile

Posts: 3600 | Subs: 1

So where are the threads about this unbeatable faction?
18 Sep 2019, 11:18 AM
#228
avatar of Stug life

Posts: 4474

jump backJump back to quoted post18 Sep 2019, 09:53 AMEsxile
So where are the threads about this unbeatable faction?
nowhere there are not many axis fan boi here that are still not banned, so we only get "axis is op cause pgreen beat cons" threads, most people here understand that the issue is so glaring there is no need to even make a thread about it as mod team already acknowledged the problem
18 Sep 2019, 13:50 PM
#229
avatar of Mazianni

Posts: 784

nowhere there are not many axis fan boi here that are still not banned, so we only get "axis is op cause pgreen beat cons" threads, most people here understand that the issue is so glaring there is no need to even make a thread about it as mod team already acknowledged the problem


Is that why they buffed riflemen and only adjusted Jackson cost by 5 fuel?
Does not seem to me to be the proper way to adjust a supposedly overperforming faction.
18 Sep 2019, 14:21 PM
#230
avatar of thedarkarmadillo

Posts: 5279



Is that why they buffed riflemen and only adjusted Jackson cost by 5 fuel?
Does not seem to me to be the proper way to adjust a supposedly overperforming faction.

Right up there with the 10mp increase on flame throwing, snare holding, assault rifle infantry that can also build cover, salvage wrecks, destroy crew weapons and start off their vet with a nice 10% bonus to durability on their already good health pool.
Some nerfs were token and intended to actually do nothing to gameplay.
18 Sep 2019, 16:20 PM
#231
avatar of addvaluejack

Posts: 261

One of the main problems with the design of Fallschimhager is that they have not real weakness.

Other high damage infantry units are either only good at one range like Shocktroops being only good at close range or Obersoldaten being good at long range or have a lack of anti tank weapons like Paratroopers, Obersoldaten or Shock troops.

The easiest solution to give Fallschimjager a direct counter would be to remove the Panzerfaust. Now they can still be really good at all ranges like they are now, but still directly counterable if unsupported.


Weakness? I am sure they are the most squishy elite infantry in coh2. Without the snare, they even can't retreat safely from a M20 or a M3.
18 Sep 2019, 16:27 PM
#232
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Falls and snares


You are speculating too much.

Falls have snares, for the same reason PF had snares. OKW was designed without snares in mind and only through commander choices they would get access to them.
Relic realised how strong they made snares (and completely necessary for the meta game of CoH2) and designed factions with limited access to them (and other tools) but made them completely OP in other aspects to compensate which lead to a binary style of gameplay (boom rush win early with USF, survive and win late game with OKW).

Many years later and several faction and commanders revamps and we end up with completely different units.
18 Sep 2019, 18:18 PM
#233
avatar of Esxile

Posts: 3600 | Subs: 1

Falls were supposed to be like Stormtrooper, ambush squad but with the help of many tears here in the forum became elite infantry for a faction that have already stock best elite infantry with doctrinal upgrade for more fun.
I mean does Ostheer has elite infantry beside Pzgrenandier? nop. In fact no other faction have both stock and doctrinal elite infantry.
Now on top of that how many elite infantry have snare? None of them except Falls (because they weren't supposed to be elite infantry).

18 Sep 2019, 18:24 PM
#234
avatar of Mazianni

Posts: 784

jump backJump back to quoted post18 Sep 2019, 18:18 PMEsxile
Falls were supposed to be like Stormtrooper, ambush squad but with the help of many tears here in the forum became elite infantry for a faction that have already stock best elite infantry with doctrinal upgrade for more fun.
I mean does Ostheer has elite infantry beside Pzgrenandier? nop. In fact no other faction have both stock and doctrinal elite infantry.
Now on top of that how many elite infantry have snare? None of them except Falls (because they weren't supposed to be elite infantry).



I'm telling you, should come into a FG-42 / MP-40 mix, or else nix the quad FG-42 DPS at range (and I don't like that idea at all given the thing's got a scope on it.)
19 Sep 2019, 19:37 PM
#235
avatar of DerKuhlmann

Posts: 466

Jesus.

Nerf damage

Don´t touch anything else

That´s what everyone is asking about.
19 Sep 2019, 20:12 PM
#236
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post18 Sep 2019, 18:18 PMEsxile
Now on top of that how many elite infantry have snare? None of them except Falls (because they weren't supposed to be elite infantry).



No, they got faust because of coh1 nostalgia. :oops:
19 Sep 2019, 20:17 PM
#237
avatar of CODGUY

Posts: 884

What is wrong with reverting Fallschrimjagers back to the way they were pre-patch and just reducing their cost to 340 MP?
19 Sep 2019, 20:21 PM
#238
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1

jump backJump back to quoted post19 Sep 2019, 20:17 PMCODGUY
What is wrong with reverting Fallschrimjagers back to the way they were pre-patch and just reducing their cost to 340 MP?


Because you'd go back to Falls being uber outclassed by Obers again.
19 Sep 2019, 20:35 PM
#239
avatar of blvckdream

Posts: 2458 | Subs: 1

Falls back to old stats but with slightly better RA and out of cover bonus would be easy fix. Not sure why they insist on this 2 FG at start with 4 FG after T4 model.
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