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Fallschirmjäger is very OP!

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12 Sep 2019, 10:08 AM
#21
avatar of Balanced_Gamer

Posts: 783

I would say Falls need a nerf in the utility, that is it really.

They have to be a qualifying unit which they hardly even were before.

Their performance is improved as it should have been in the first place since Falls were the elite units.

They are still vulnerable imo. They are not OP unless they are 5 or 6 man which they are clearly not.

Falls deserve to have this current performance due to that fact.

The problem now is, them having much utility at the same time.

I think just removing the Phosphorous nade would do since that is a very strong combination against infantry, no need for that, remove it.

Even Comet should remove Phosphorous for better and balanced performance vs infantry since that is too cheesy too imo.
12 Sep 2019, 10:23 AM
#22
avatar of Vipper

Posts: 13476 | Subs: 1

I have a question. So Falls are supposed to be this fragile ambush unit that has a grenade, camo, first strike bonus and can upgrade to lmgs. Why then are they able to fire their lmg on the move, which turns them from a great ambush unit into a broken A-move unit?

Elite infatry can fire on the move their LMGs and Fg42 is not an lmg.
A-moving does not require to ba able to fie on the move since the unit will stop in fist contact.


Also was this unit actually tested before the patch?

Did you test it?
12 Sep 2019, 10:25 AM
#23
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post12 Sep 2019, 10:23 AMVipper

Elite infatry can fire on the move their LMGs.


Guards confirmed to be non elites.
12 Sep 2019, 10:28 AM
#24
avatar of Balanced_Gamer

Posts: 783

jump backJump back to quoted post12 Sep 2019, 10:25 AMKatitof


Guards confirmed to be non elites.


Guards can handle both vehicles (lights and mediums but heavies its challenging) and infantry perfectly well at the same time. Major performance difference really for an elite unit.
12 Sep 2019, 10:29 AM
#25
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post12 Sep 2019, 10:23 AMVipper

Did you test it?


Apologies, didn’t realize I have a full-time job at coh2 playtesting units before a patch. I’ll do better next time.
12 Sep 2019, 10:36 AM
#26
avatar of Katitof

Posts: 17875 | Subs: 8



Guards can handle both vehicles (lights and mediums but heavies its challenging) and infantry perfectly well at the same time. Major performance difference really for an elite unit.

Yeah, especially airborne guards.
12 Sep 2019, 10:43 AM
#27
avatar of Stug life

Posts: 4474

I have a question. So Falls are supposed to be this fragile ambush unit that has a grenade, camo, first strike bonus and can upgrade to lmgs. Why then are they able to fire their lmg on the move, which turns them from a great ambush unit into a broken A-move unit? Also was this unit actually tested before the patch?
they are not lmg tho they are bar with worse close dps but better long and mid dps

Maybe increase the price of the extra fg42 to 90 ?
12 Sep 2019, 10:50 AM
#28
avatar of Alphrum

Posts: 808

vetted, upgraded falls 3 of them with valiant assault activated will melt sqauds and should be powerful but that AT gun at min 22 got decrewed waay to quick lool but other then that he got outplayed. But this isnt the first paratrooper that does this in lategame. USF paratroopers once upgraded and vetted in blobs do the exact same thing and are much harder to wipe with ther 6 man compared to falls 4 man which are still venerable to wipes.
12 Sep 2019, 10:53 AM
#29
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Valiant Assault and similar abilities (FMR) are badly designed, episode #342.

They should've atleast implemented Tightrope's suggestion of not letting units sprint when in combat.
12 Sep 2019, 11:02 AM
#30
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post12 Sep 2019, 10:25 AMKatitof


Guards confirmed to be non elites.

Guards were designed as jack of all trades master to none.

jump backJump back to quoted post12 Sep 2019, 10:36 AMKatitof

Yeah, especially airborne guards.

If you play the game you will see AB guards fire on the move...
12 Sep 2019, 11:02 AM
#31
avatar of ullumulu

Posts: 2243

Who would imagine that 3x 320mp DOC AI specialists with 3x 60muni upgrades and high vets shred one squad?
..
12 Sep 2019, 11:04 AM
#32
avatar of Balanced_Gamer

Posts: 783

jump backJump back to quoted post12 Sep 2019, 10:36 AMKatitof

Yeah, especially airborne guards.


Well you do get the point there but the reason why is because they have 2 strong LMGs and they are 6 guys like USF paratrooopers also.

They would be terminators if they could move at the same time.

Potentially be even better than Obers which they already are.

12 Sep 2019, 11:05 AM
#33
avatar of ullumulu

Posts: 2243

3 obers or other AI specialists do exactly the same
12 Sep 2019, 11:07 AM
#34
avatar of Lago

Posts: 3260

If they're truly this powerful, perhaps they should be CP4.
12 Sep 2019, 11:08 AM
#35
avatar of aerafield

Posts: 2977 | Subs: 3

The issue with the new falls -as I see it- is that they are crazy strong on all ranges now, means you lose every 1v1 engagement hard, especially if they utilize camouflage. Can't really use light vehicles either vs them since they have a faust. It feels like the only real counter you have as USF is blobbing harder than the falls player and using HMGs more effectively than him.... at least until you have tanks
12 Sep 2019, 11:08 AM
#36
avatar of Vipper

Posts: 13476 | Subs: 1



Apologies, didn’t realize I have a full-time job at coh2 playtesting units before a patch. I’ll do better next time.

Apologies accepted.
No one has a full-time job at coh2 playtesting units before a patch, so unless you want to pay some one to play test units either do it yourself or do not blame others.
12 Sep 2019, 11:18 AM
#37
avatar of aerafield

Posts: 2977 | Subs: 3

jump backJump back to quoted post12 Sep 2019, 10:23 AMVipper




Did you test it?


I did, I played 1-2 matches against falls before the patch went live, and even though they seemed very strong I'm not the kind of player who screams "OP" after that low amount of matches.

By now I am pretty confident that falls are a tad too strong, they win every 1:1 engagement with ease unless you have the strongest long range specialists like LMG paratroopers.... unless the falls utilize their camo again, then paras cant beat them either.

I would either slightly nerf their long range dps again or remove the panzerfaust for good.
12 Sep 2019, 11:55 AM
#38
avatar of Vipper

Posts: 13476 | Subs: 1



I did, I played 1-2 matches against falls before the patch went live, and even though they seemed very strong I'm not the kind of player who screams "OP" after that low amount of matches.

By now I am pretty confident that falls are a tad too strong, they win every 1:1 engagement with ease unless you have the strongest long range specialists like LMG paratroopers.... unless the falls utilize their camo again, then paras cant beat them either.

I would either slightly nerf their long range dps again or remove the panzerfaust for good.

Great. Imo you if you did not want to cry op you could give feedback that they seem a bit strong.

Imo Fall are bit too strong also and they seem to over lap with Obers.

Imo they should revert to original to be a infiltration unit since currently OKW do not have such a unit maybe add some scouting after initial deployment. Paratroopers Fall could be added to Ostheer luft on a later time.
12 Sep 2019, 12:50 PM
#39
avatar of addvaluejack

Posts: 261

Come on, they are not that strong, 3 squads of falls do near-zero damage to the retreating Lieutenant around 22 minutes.

And with "Valiant Assault" activated.
12 Sep 2019, 13:41 PM
#40
avatar of Raxzero

Posts: 55

jump backJump back to quoted post12 Sep 2019, 04:40 AMHowie

As a US player like me, you have no infantry can counter such a op units especially the hostile spam this unit.


That's wrong. Paratroopers with LMGs can actually beat them.

However, you're right that Falls are OP RN. The only thing you can do against them is wiping them before they gain veterancy because once they're Vet5, they become terminators.

I suggest simply playing OKW instead until they fix Falls. I was playing mostly Allies pre-patch but after fighting against Falls I decided to use them and they're really broken, I don't play anything but OKW with Falls now (hey, it's not my fault that balance team thought that giving 320MP and 2CP cost to the unit that has the most utility in the game was a good idea. I'm simply a player).
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