the Fallschirmjager rightfully have very high DPS.
the problem with them is that they can appear almost anywhere instantly. Coupled with their insta-wiping level close range DPS its just ridiculous. 440 manpower is an ok chunk of change for these elite infantry, but they can do much more than many abilities that cost 100-200 munitons because they instant spawn and instant wipe.
All other abilities/units/upgrades/anything in the game require some kind of planning, Theres a time between you choose to do something, and the time it actually happens. If you want to flank someone, arty someone, snipe someone. theres some planning and thought involved.
Fallschirmjager dont have that. You can just randomly think "oh i wish i had a unit behind their lines" and in a single click you have that. "oh i wish that mg squad wasnt there-- click", "oh that at gun i didnt see before might take out my panther-- click"
There needs to be some kind of stipulations to their deployment. You should need to plan ahead for your flanking move, or to try and wipe a retreating squad. You should be required to actually plan your moves ahead of time like everything else in the game.
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the main thing that sets them apart from the partisans is that Fallschirmjager have close range DPS around the same level as sturmpios and shock troops. Meaning they can wipe out a unit in just a couple seconds, espeically if its by surprise. and not in cover. Its almost like using arty which is highly effective against infantry. But it has no munitions cost and when the effect is over you have a new infantry unit in your army.
Partisans cant do that. Though I wouldnt be against adding a green smoke and delay to them too just because IMO it wouldnt impact them much. |
These guys dont seem to be talked about much. But their value easily goes beyond their manpower cost. THey have incredibly close range killing power, almost as much as shock troopers (your non shock trooper infantry will surely run away if they get close)
However thats not really an issue on its own. The real issue is how they spawn. They can spawn nearly anywhere regardless of fog of war, instantly, and without warning. It has so many uses,
1. tank goes behind building for repairs, spawn on building kill engineers, by the time they figure out what happened all they can do is retreat.
2. Need to spot enemy units for artillary? perfect.
3. think enemy might be garrisoned in a building? theres a great way to find out
4. enemy retreating instead of dying? just instantly spawn in their retreat path for the wipe.
There should really be some warning so you know that you might be subjected to that kind of thing. In the same way paratroopers give a warning. Eg a green smoke followed by a 4-5 second delay, THEN spawning.
or alternatively, make it so that vision on the building is required to spawn out of it and keep it instant. (the first suggestion would keep them as behind the lines harassers though)
Its just silly that axis get such a powerful unit that spawns anywhere instantly. And then allied paratroopers which actually have airbourne like mechanics have to deal with drop zones and typically being seen if paradropping behind enemy lines, and a huge delay.. and once theyre in there they theyre bassically just riflemen that are a little bit better. |
thats not true. many units perform different against different concentrations of units. a t34 vs a panzer4. could be pretty close.
5 t34's vs 5 panzer4s.. the panzer4s will win by a rock slide
same thing with the tank destroyers. 1 su85 vs a panther. could be closer lots of chances fo micro. 5 su85s vs 5 panthers.. panthers will have a rockslide victory.
if resources were rarer in team games thered be less amassing of tank armies and more focus on early/mid game armies. Which imo is where team games are the most balanced. |
imo 3v3 and 4v4 just need to have reduce resource income (mainly reduced fuel income, but also some manpower and munitions to a lesser extent).
The reason axis dominate teamed games is because in a 1v1 the amount of time it takes to get 1 panther out in a 4v4 axis can get out 4 panthers.
Its hard to prepare for that as allies, and its just hard to deal with since allies depending on singling out lone tanks then disabling/buttoning/artying/flanking the hell out of them with everything thats available.
those sort of tactics dont work when there 3 more panthers there to back things up.
on the flipside german tanks win engagements over allied tanks when in battles with minimal micro and just sitting end to end shooting at eachother. |
its fine as is. |
should be MORE vulnerable?
I never make them, and i never go in them if i see them. Theyre bassically death traps.
same thing happens everytime "oh hes in a trench ill throw a grenade" you escape the trench.. then they take the trench. then they immedaitly leave as youre now throwing grenades or mortaring them back. |
tbh if anything its the ostheer that need a commander like that. OKW atleast has the kubelwagen. |
ill never buy a commander. i dont support p2w |
i doubt if two expeirenced players were up against eachother in a 1v1 that buying just maxims would event remotely work.
main infantry, mg teams, and mortars are basically rock, paper and scissors. If you have lots of rocks and the other person brings lots of paper thats going to be how it goes. bring scissors. |