Dealing with volley fire
Posts: 2307 | Subs: 4
Posts: 2838 | Subs: 3
Posts: 30
What is the best way to deal with volley fire in the early game if the US player pumps out 3+ rear echelon squads? The problem is they get sent around at the back of the map to cap, so unless I send more than one squad they will get volley fired and pinned.
Keep in mind that volley fire costs 20 munitions, and is followed by a cool down. Also at med to long range it takes a very long time for it to suppress/pin. in my experience the best and easiest way to deal with Rear Echelon Troops is to use your own mg's to pin them. also when you realize you are facing someone using 2 or more Rear Echelon Troops and are using the volley fire ability often, they are sacrificing their ability to buy upgrades unless they are sitting on munitions points and building munitions cache's.
and remember when facing units that can pin, you must keep your units spread out. also remember Rear Echelon Troops can only volley fire on one unit at a time. if they switch to fire at another unit the ability turns off and the cool down starts.
I hope that helps.
Posts: 2307 | Subs: 4
Posts: 359
Keep in mind that volley fire costs 20 munitions, and is followed by a cool down. Also at med to long range it takes a very long time for it to suppress/pin. in my experience the best and easiest way to deal with Rear Echelon Troops is to use your own mg's to pin them. also when you realize you are facing someone using 2 or more Rear Echelon Troops and are using the volley fire ability often, they are sacrificing their ability to buy upgrades unless they are sitting on munitions points and building munitions cache's.
and remember when facing units that can pin, you must keep your units spread out. also remember Rear Echelon Troops can only volley fire on one unit at a time. if they switch to fire at another unit the ability turns off and the cool down starts.
I hope that helps.
I'd actually say that most of this post is inaccurate. No offense.
I've seen Volley Fire suppressing and pinning at medium range incredibly fast. Short range is basically a 2 second pin and rivals a Heavy Machine Gun. Squads will even be suppressed at long range.
Volley fire doesn't actually go away immediately if you switch targets. It is possible to suppress units after you've moved with Volley Fire.
I even had this situation go down:
1) Sturmpioneer comes up, I pop volley fire, pin him, he retreats.
2) I walk over to the cut-off point. Like five seconds later I see some volks coming at me. Volley fire was used like ~8 seconds ago.
3) Me firing on the volks suppresses them.
There's a lingering effect that allows you to suppress. My initial reaction to this new volley fire was "I guess I just need to run into the fog of war when I see it happen" but the suppression is so fast and it doesn't go away when you break line of sight!
I'd argue that Cover is a good counter. Cover and range used to mitigate this ability very well in the Alpha. That being said I've suppressed troops and that were in green cover without even needing to flank. Green cover can protect you but it's a gamble.
The only good counter right now to deal with Volley Fire is buildings pretty much. Buildings and vehciles.
I can't imagine that Rear Echelon spam is very good right now though. The cost of the ability is a little prohibitive.
Oh! And you can use Volley Fire while in a building. It's just something that you can do. I've stolen a building and then spammed Volley Fire out of it like ~5 times in a row and completely dominated one game.
The ability is out of control right now.
Posts: 30
I'd actually say that most of this post is inaccurate. No offense.
I've seen Volley Fire suppressing and pinning at medium range incredibly fast. Short range is basically a 2 second pin and rivals a Heavy Machine Gun. Squads will even be suppressed at long range.
Volley fire doesn't actually go away immediately if you switch targets. It is possible to suppress units after you've moved with Volley Fire.
I even had this situation go down:
1) Sturmpioneer comes up, I pop volley fire, pin him, he retreats.
2) I walk over to the cut-off point. Like five seconds later I see some volks coming at me. Volley fire was used like ~8 seconds ago.
3) Me firing on the volks suppresses them.
There's a lingering effect that allows you to suppress. My initial reaction to this new volley fire was "I guess I just need to run into the fog of war when I see it happen" but the suppression is so fast and it doesn't go away when you break line of sight!
I'd argue that Cover is a good counter. Cover and range used to mitigate this ability very well in the Alpha. That being said I've suppressed troops and that were in green cover without even needing to flank. Green cover can protect you but it's a gamble.
The only good counter right now to deal with Volley Fire is buildings pretty much. Buildings and vehciles.
I can't imagine that Rear Echelon spam is very good right now though. The cost of the ability is a little prohibitive.
Oh! And you can use Volley Fire while in a building. It's just something that you can do. I've stolen a building and then spammed Volley Fire out of it like ~5 times in a row and completely dominated one game.
The ability is out of control right now.
No offense taken. If i'm wrong I appreciate that someone corrects me.
I wasn't aware that volley fire was a lingering affect. I guess I assumed that you could only target 1 unit because when you activate it you need to select the target unit. if its a lingering affect then that should be changed. as for using it in buildings, i haven't come across that much yet. but then again this version of the game has only been out for 2 days so i figure we will all be learning new things very soon.
Now I know that if u use volley fire on 1 unit and another is close by it will pin them both. and that even after the suppressing weapon stops firing at them they will remain suppressed longer if they are still being fired at by other weapons.
Posts: 359
This volley fire is so scary between it's potency, reliability, flexibility and even AoE component.
Posts: 2238 | Subs: 15
Posts: 522
Posts: 1384
That said, it's a good idea to keep squads near enough that if one squad is pinned you can assist somehow.
Posts: 62
Posts: 1130
Keep in mind that Rear Echelon Squads do terrible damage, and are really awful at actually killing anything themselves. If you can avoid being pinned, you'll be fine.
That said, it's a good idea to keep squads near enough that if one squad is pinned you can assist somehow.
that one will also get suppressed. volley fire doesnt target the squad to squad use the kubelwagon against the ami's early game as they have no real counter to it.
Posts: 1384
that one will also get suppressed. volley fire doesnt target the squad to squad use the kubelwagon against the ami's early game as they have no real counter to it.
By the time you walk over there, the ability will have worn off. It only last what, 8 seconds?
Posts: 1157 | Subs: 2
Posts: 1384
Volley fire is blatantly OP, its a 20 muni I win button. It offers little to no counter play, if you catch an enemy, even at max range, they will be suppressed and eventually pinned and forced to retreat. IMO an easy fix would be to make the ability active only while stationary, and only allow it to suppress one unit. This would still be extremely powerful, without being a no brainer ability to limit opponents capping power in the early game.
The counterplay is not panicking just because you're suppressed, using cover to delay the suppression/pinning and to keep other units in support.
Can we please stop petitioning Relic to nerf everything rather than actually trying to work around it? Reactionary patches are a bad way to go about balancing a game.
Posts: 1970 | Subs: 5
Posts: 230
there's a tip
Posts: 47
I honestly don't find it that bad, if you're a decent distance away you can usually make it to some cover. If not, move a second unit to support or retreat. If you have no other units nearby, you shouldn't have been banking on winning that engagement anyway.
+1 Even without the WFA, sending out single squad of units always bears a risk
Posts: 122
Posts: 1157 | Subs: 2
The counterplay is not panicking just because you're suppressed, using cover to delay the suppression/pinning and to keep other units in support.
Can we please stop petitioning Relic to nerf everything rather than actually trying to work around it? Reactionary patches are a bad way to go about balancing a game.
So you sit in suppression...what the benefit in that? Your unit has no damage, and will stay suppressed as long as the RE squad continues firing on it. Even if you do keep other units around to support, this ability can suppress multiple squads, and while moving. My suggestion is simply to limit its use to one target, and make the RE squad stay stationary to get the benefit. This would maintain its usefulness in suppressing a key target, while making it less of a no brainer ability.
Also, in regard to the poster above, yes, VF does work against heavy cover, it just takes longer. VF is just one of the many tools that are putting the USF over the top right now, imo it needs to be toned down slightly and its really not that hard to see if you play enough 1v1s.
Livestreams
8 | |||||
26 | |||||
10 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.940410.696+6
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
9 posts in the last week
27 posts in the last month
Welcome our newest member, Goynet40
Most online: 2043 users on 29 Oct 2023, 01:04 AM