Rear Echelon very weak.
Posts: 1351
Posts: 179
Double Support Weapons helps keep them relevant since they get no bonus to repair speed or flamethrower to work with. Volley Fire is a waste of an ability, but hardly the end of the world. I'd love to trade it out for some form of anti garrison ability though. Their mines also aren't great, but USF doesn't really have the munitions to spare for lots of mines anyway.
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Posts: 132
Scaling for RE is not that appreciative unless you spend another 60/120 ammunition or 50/100 on it. the 5th man increases its survivability. But asking for equipping it with BAR is retarded IMO since you guys are talking about arming the REs which does not solve the problem that they are weak without it.REs don't exist to be equipped with a BAR to perform, it needs to perform without it and improve upon equipping it.
in comparison: sturms are op, get to plant normal mines which attacks Infantry and tanks too. Can be upgraded with Schrek. Can 'keep away' its minesweeper to get all 4 models to attack and also has a stun grenade.
OSt engs can be upgraded with flamethrower, can make sandbags, have satchel lmao, can make 2 types of mines with AT mine being OP
Posts: 563
Posts: 17914 | Subs: 8
Rear echelons main issue is that their main engineer role (repairing) is made unnecessary by vehicle crews. Imo good way to change them could be make them more combat oriented infantry, pretty much conscripts for usf. They could kedp sweeper, but possibility to funcrion as weaker mainline is possibility.
I'd argue that specifically because of vehicle crews, their main role never was repairing.
Relic probably intended them to use FPs more then they are now, but for that, unupgraded ones are too expensive and go down to small arms fire.
There could be pretty nice things done if FPs were 50mp and HMG upgrade covered remaining mp+muni cost.
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Posts: 1954
Noganno is a noob:
Depends on the game mode. It works for Noganno in 1v1 because of his micro and his ability to cap more of the map. In a 4v4, 4 RE's are not usually going to win a battle against 2 Grens and a MG42 over the fuel at the start of the game. However, any buffs to RE's would just bring back the Captain SPrice blobs, which would now have rifle nades and zooks.
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Depends on the game mode. It works for Noganno in 1v1 because of his micro and his ability to cap more of the map. In a 4v4, 4 RE's are not usually going to win a battle against 2 Grens and a MG42 over the fuel at the start of the game. However, any buffs to RE's would just bring back the Captain SPrice blobs, which would now have rifle nades and zooks.
Exactly. I just found it funny that the pic remind me of that game.
Posts: 1794
As already mentioned; RE are supposed to be used defensivly. Build tank traps and barb wire with them; Later you can use them as a very cheap AT squad with double zookas on a 5 man squad on vet 3.
RE arent supposed to be mainline infantry of any sort; that role is filled by rifles fully.
No changes needed really.
RE is terrible as defensive unit. Because they take AGES to complete the structures.
RE sole purpose of note is to clear mines.
Probably the most pointless starting unit.
At least give them extra 25% construction time buffs.
Posts: 3602 | Subs: 1
Then remove the 5th men squad at vet3 which, if it is nice, has little utility in reality.
Posts: 268
RE is terrible as defensive unit. Because they take AGES to complete the structures.
RE sole purpose of note is to clear mines.
Probably the most pointless starting unit.
At least give them extra 25% construction time buffs.
Can you imagine a world, where RE would mass spam tank traps. They can place wire as fast as other units; as for the Tank traps, this would be imo too much.
Posts: 148
Posts: 1351
RE is terrible as defensive unit. Because they take AGES to complete the structures.
RE sole purpose of note is to clear mines.
Probably the most pointless starting unit.
At least give them extra 25% construction time buffs.
RE are the only unit that can build a tanktrap and put barbed wire on its opposite side in time necessary to cap a point. So you don't get delayed capping. You leave the capping circle having done these two things - the fastest of all engineers.
They are best supporting unit because they can equip two weapons of their choice and repair and sweep and are really cheap. They also have plenty of free time to do that as usf tanks have crews and their base structures get erected automatically.
IMO it is better to just use them to delay your opponent rather than expect them to charge. Also comparing them to stumpios makes little sense. Sturmpio is probably the worst designed unit in the whole game - better not to clone this idea. And btw sturms are more of a problem to okw as they are the most expensive engineering unit - lategame when they need to repair stuff (tanks/their basetrucks) sturms die like flies to arty and it is a big manpower drain.
Posts: 833
Noganno is a noob:
He certainly made it work, but I think this game was really turned by that god tier stuart timing. Noganno set that up perfect with the retreat.
Posts: 25
Why give a bar initially to a weaker unit, it is better to give it an Rifleman. I practically did not see that in rating games or in tournaments someone would give the echelon the bar, enough to give it to the Rifleman.
Because it synergyses with the supression ability, mate.
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