Buff Volley Fire
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Posts: 147
Posts: 147
Volley Fire just needs to scale with Veterancy as it only really makes an impact early on.
(Yes its possible to make progressive scaling with abilities based on Veterancy in the Mod Tools)
Volley Fire
+40% received accuracy, -50% accuracy, +1% suppression, squad moves extra slowly
After 5 seconds of being active: +1% additional suppression, +3% additional accuracy
After 10 seconds of being active: (if the squad is still alive) +3% additional suppression, +4% additional accuracy, -87.5% cool-down
So the ability makes it so that you essentially take 40% more damage while doing 50% less damage yourself.
It's +15% RA not 40%. The ability was buffed in 2019 https://www.coh2.org/guides/88945/the-coh2-ability-guide-mark-2-0#2654
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Posts: 147
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Do they not stack?
I assume they do, but given that your accuracy gets halved in the first place you're basically going from 50% accuracy to 53,5% compared to the normal value. There is a big CD buff at the last stage. But I was wondering what this tiny accuracy buff is supposed to achieve.
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Posts: 14
To me volley fire is an example of an not-fun ability, where as the USER you are constantly on the edge of your seat, praying to god the suppression finally lands. There are so many factors that stop the ability from performing well that it honestly feels out of your control as a user (unless you have the very convenient edge case of a sturmpio charging you down). Perhaps there could be a middle ground for volley fire that just adds accuracy / movement debuffs on the targeted unit (like vehicle button) rather than full-on suppression.
Posts: 219
Why does the brits not have this?
Posts: 498
(The grenade launcher is bad for suppression tho, in case anyone is wondering.)
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Posts: 378
Yeah it's bizarre how this ability has been so worthless for so long. The massive received damage bonus is the weirded thing about it. It makes it a big noob trap.
If they didn't have received damage increase, they could solo obers from neutral cover in the late game, for 20 munis, RE spam would become oppressive as for 20 munis, re could suppress any squad and then move into close range and keep them suppressed. Add 2 bars to this which vastly increase the rate of suppression during suppressing fire and you have a recipe for the strongest squad in the game.
Posts: 378
british infantry were trained in ww1 (i think) in the ''mad minute'', where they were to unload as much rounds direction enemy as fast as possible, as a form of covering fire.
Why does the brits not have this?
Because the BEF trained the "mad minute" in WWI, the BEF was essentially gone by late 1916. It was dropped as a requirement for earning pay and the nature of warfare changed along with the increased use of machineguns. Giving them the mad minute would be anachronistic.
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I agree, the ability is fairly useless.
With the easier accessibility of MGs since the tech rework, it could probably be removed and replaced with something more interesting. Don't know what that could be though.
Like COH1 PE G43 instaPin?
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