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Author Topic: Luft: Scout Training  (Read 19617 times)
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #60 on: December 08, 2010, 12:31:06 pm »

then why would I wanna paradrop anyone when I have terror or hummel on my side...
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Mysthalin Offline
Tired King of Stats
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« Reply #61 on: December 08, 2010, 12:31:45 pm »

because paradropping is faster than walking.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #62 on: December 08, 2010, 12:47:08 pm »

why walk with all those halftracks PE has...

and as they said,inc nade wont kill neither howie or triage...
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Mysthalin Offline
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« Reply #63 on: December 08, 2010, 01:08:24 pm »

well, buy a halftrack for each of your falls and you'll know Wink.
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Illegal_Carrot Offline
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« Reply #64 on: December 08, 2010, 02:28:44 pm »

because paradropping is faster than walking.
Then you might as well give them a thirty second sprint from spawn to get there faster, the actual act of paradropping is useless.
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Mysthalin Offline
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« Reply #65 on: December 08, 2010, 04:19:53 pm »

Now you're just being silly. Paradropping gives you a set timer - so you always know how long your troops will take to get there. In intense, fast-paced matches with tons of deaths on either side, this will be particularly noticeable : you're still on 30-seconds cooldown while your enemies are taking 45 seconds to call in. Heck, on a map like abbeville you will easily get to the front lines faster with the 30 second paradrop than with a 15 second callin timer and sprinting to the front (120 CoH metres from the spawn to the middle of the map would take 30 seconds to cover even with sprint).
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AmPM Offline
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« Reply #66 on: December 08, 2010, 04:21:17 pm »

Now you're just being silly. Paradropping gives you a set timer - so you always know how long your troops will take to get there. In intense, fast-paced matches with tons of deaths on either side, this will be particularly noticeable : you're still on 30-seconds cooldown while your enemies are taking 45 seconds to call in. Heck, on a map like abbeville you will easily get to the front lines faster with the 30 second paradrop than with a 15 second callin timer and sprinting to the front (120 CoH metres from the spawn to the middle of the map would take 30 seconds to cover even with sprint).

Because an FJ company can totally afford to throw away its high pool cost infantry like that....

If you need to replace your FJ that fast on the field, you are already losing.
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Mysthalin Offline
Tired King of Stats
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« Reply #67 on: December 08, 2010, 04:23:30 pm »

Unless you can live on one callin every 5 minutes(few people can), your callin times will add up.
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3rdCondor Offline
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« Reply #68 on: December 08, 2010, 04:50:10 pm »

Unless you can live on one callin every 5 minutes(few people can), your callin times will add up.

3 m8s with double repair and 2 tier 3s (fire and move while repairing).

EDIT: not luft but I don't care Cheesy
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #69 on: December 08, 2010, 10:38:05 pm »

Because an FJ company can totally afford to throw away its high pool cost infantry like that....

If you need to replace your FJ that fast on the field, you are already losing.

You keep discussing large pool costs when the fact is that FJ's don't take up as much as you think they do. Like I said, I run 10 falls with 8 other inf squads at -14 for the Inf pool. The inf pool for luft is at 84, which is HUGE. Mysthalin's reasoning is a very solid reason to run Luft alone. They are easily the most versatile form of elite inf that EIRR has to offer, coming with the largest amount of possible upgrades making them useful for any situation except for heavy armour, in which they can still faust and use slow mines.

FJ's provide more of a scare than Paradropping AB does, due to the fact that you don't know what upgrades they have on them. When you see AB drop you can instantly tell them apart from AB Rifles, so you can counter before they hit the floor. 2x  FJ's with fausts and fg42's (Or Boys) are good enough to scare off most forms of light armour and inf. The only cost-efficient hard counter would be m10 or crom crush.. Which happens more often than I think anyone would like to admit! This versatility alone makes Luft a powerful doctrine.

In regards to combat behind enemy lines, any decent player wouldn't have trouble eliminating any form of inf, regardless of if it's AB or Falls!
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #70 on: December 09, 2010, 03:14:55 am »

Quote
2x  FJ's with fausts and fg42's (Or Boys) are good enough to scare off most forms of light armour and inf

they aint that scary at all  Roll Eyes
u see falls dropping somewhere around u,troops already start shooting at them...then a single bar is enough to pinn u,what means bye bye...
they are ment to ambush,not to be dropped in action,because rarely will this result with a good thing...
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