No falls won't. Their FG-42 damage spreads through the models. If I remember correctly DerbyHat has proven that.
And for shocks they are not gonna snipe it, they are gonna run it down.
First, running frontally into an MG even with sprint is rarely a good idea, unless it's a Maxim, then it can work.
Second Falls are great units for wiping and decrewing because they have decent mid and long range DPS, so they can wipe/decrew squads at high sight range. Shocks won't wipe if the enemy squad leaves close range, because their DPS drops off drastically
And as DerbyHat established, moving the squad will cancel firing, so "running" it down is apparently not an option. You need the mid/far DPS if Fallschirmjäger and Volks. |
no ? u have penal for that, they get 50% INSTEAD OF 25% accuracy
Penals cando that, Shocks can't. Katitof responded to a post that was about shocks. |
Yes they can fire, but not while moving.
Really? Wow. Well if that's true than forget the moving DPS point as it's invalid.
I thought that was a thing.
Played the commander quite often several months ago, I did not notice that. |
How is moving DPS a factor when all squad sprint with these abilities, thus being unable to fire?
They are able to fire when Valiant Assault is on. Otherwise that would be a huge debuff. |
then make it have same bonus as for mother Russia 
Either that, or I'd actually prefer making both abilities weaker.
One difference is also that SOV usually have lower moving DPS than OKW. Only Shock Troops will do real harm here, but their ability to wipe on retreat is limited due to their DPS drop off curve.
OKW has more options to do that. |
Can we change sov stock mortar flare? Make it linger much shorter? Make it cost ammo?
Brit flare to follow okw arti flare too?
Sniper flare at least need vet and seems fitting on this unit.
I think lingering flare breaks the suspense of the game true sight
It does cost 30 and has 80 range. Drop height is 18, maybe a member of the balance team can translate how much that is in seconds.
But I don't think that the ability must be shortened, it's good for what it is. |
With the upcoming patch Fallschirmjäger will receive long due buffs to put them back in the meta again. They're the heart of the Luftwaffe commander that will likely see the light of day again when the patch is finally out. The commander itself is not that lacking since it has call in infantry, recon, plate loiter and a bit utility.
I'd like to take the opportunity to adress one issue this might cause: Valiant Assault.
The ability is crazy good in terms of buff, cost, cooldown and duration and was seriously hurt by being in a hard to play commander only. But if an OKW player pulled it off, this ability plus OKW blob of 3-4 Volks plus 1-2 Fallschirmjäger is next to uncounterable until you have at least two mediums operational.
Squads will sprint and flank almost every MG, if not they will just frontally kill it with the accuracy buff. Allied squads will lose hard to OKW infantry and due to speed and DPS boost, there is a decent chance to wipe them on retreat.
Whenever I saw that my OKW opponent pressed the Valiant assault button I usually stood no chance. A blob of at least 3-4 squads will just kill anything in seconds. The best option was just to retreat everything to base and either wait there or make sure that my team mate is not going to be flanked.
I also played around with the commander as OKW, and while the commander itself at the moment (prepatch) is quite weak, Valiant Assault is a major reason to pick it nevertheless if you want to have some fun. 2-3 of these abilities at the right time can break your opponent if it allows you to wipe squads and push him off the map. I've had my fair share of fun just pressing the button and getting insta wins in infantry fights.
Then I thought about counters:
- MG -> usually gets decrewed by blob
- rocket arty -> often hard to aim since the enemy is running very fast. It is a counter, but you need luck. Also no option as UKF and USF. While the Scott is a great unit, it's often not a huge help if you're super busy microing your infantry.
- tanks -> Okayish option if you could keep mun pressure high, otherwise high risk of getting snared. Also the commander does not delay OKW tanks, so while your tank is busy fighting the blob, the enemy tank can take freebies at your tank. Your AT gun usually has to retreat and cannot support since the blob will wipe it.
There are more and similar abilities in other factions ("For mother Russia" for example), but I'm not sure if the buffs are comparable. Also, these abilities tend to share the same fate that Valiant Assault had - that is being stuck in bad commanders. But unlike Valiant Assault, I don't think that the commanders get a significant buff.
What do you guys think about that? |
yes but the point of the doc was the ability to call in panther without tier 3, now that that is removed people will no longer always pick it + increase of price of nades it was already hit hard
don't get me wrong i do think flare and call in was cheesy but u can't just delete the doc and call it a day exchange for different ability, just recon will be useless
The call in was the point of all - you guessed it - commanders with call in tanks. No commander has regular tanks as call ins anymore, so why should OKW have one?
The nades were too cheap previously and should now be reasonable.
Even if you change the flare to a recon, it's still a very good commander. Line infantry utility - check, heavy tank - check, recon - check. CQC or long range specialization - check.
The reason that OKW always picked Spec Ops was not that other commanders are all bad, just that Spec Ops was outright broken in a way that it was never a bad pick, regardless of the map and the situation you're currently facing. |
I also don't think that they can cloak when in combat |
@Stug Life Err yes they can buddy its called ambush training. As an example for you as you can use it with Jager infantry doctrine.
And yes I've over 2000 hours and ive been rank one several times. What about you? rank 1000, 2000? Get off this thread.
You should really get off your high horse, mate.
To your point:
I don't see a huge issue. The camo units are pretty balanced at the moment. There's not much reason to change that mechanic.
Snipers are a topic for themselves, quite a few would like to get rid of them completely.
The only problem with camo that I see are late stage team games, where yellow cover is basically everywhere due to arty. |