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russian armor

Assault Engineers

26 Jun 2014, 19:16 PM
#1
avatar of OrionHunter88

Posts: 141

I really like these units but they have a really really short window of usefulness.

I suggest they should have a 5 man squad. With the 5th man armed with an M1 carbine.

They are supposed to be an assault squad, but their survivability is rather low for a shock squad. With 5 men they would be able to fulfill their role for a longer period in the game.

I also think they should have mine detector upgrade.
26 Jun 2014, 19:22 PM
#2
avatar of Thunderhun

Posts: 1617

Play the game and support those guys with other squads. They're not supposed to be shocks, their job is to assault houses and defensive lines and not head-on attacks that's why they have flamethrower and flank the enemy.

REs already have mine detectors and M1 Carbine sucks.
26 Jun 2014, 19:28 PM
#3
avatar of coh2player

Posts: 1571

They feel like more of a US version of a Pioneers than an assault squad.
26 Jun 2014, 19:37 PM
#4
avatar of OrionHunter88

Posts: 141

Play the game and support those guys with other squads. They're not supposed to be shocks, their job is to assault houses and defensive lines and not head-on attacks that's why they have flamethrower and flank the enemy.

REs already have mine detectors and M1 Carbine sucks.


Yeah, I know M1 carbine sucks. That's why I suggested it. SO that they would have more survivability by adding a man but not much more DPS. I do support them with other units. But once several squads are on the field they get focus fired very very quickly. Much faster than any type of assault unit.

26 Jun 2014, 19:38 PM
#5
avatar of Corp.Shephard

Posts: 359

If you watch games where Once_Ov3R uses these guys you can really see their potential.

They're really good early game as you said but they offer good utility as the game scales.

Things they offer:
  • Demo charges. These require micro but US forces don't get mines. Use early munitions on Demo charges placed around the map and you can wipe squads.
  • Their light AT mine is truly awful but if you stack like ~6 of them they can provide damage and possibly engine damage. That's only 30 munitions.
  • Flamethrower helps them scale as an anti-building counter.
  • Swap them out mid-game with a Vehicle Crew. The Assault Engineers will have experience and kills to their name. This means that experience transfers to the vehicle/tank in question. You can get veteran tanks early this way. They can repair as well so they do everything a Vehicle Crew does. The Vehicle Crew you get can grab Thompsons for 90 munitions and then offer even better assault power than the Assault Engineers. (just as fragile though).


Later on you have to use this unit as a support unit. It guards from enemy charges. It provides a bunch of strange little boosts.
26 Jun 2014, 19:41 PM
#6
avatar of OrionHunter88

Posts: 141

Corp.Shepard
I know. You don't have to list their usefulness.

I get it, I use them all the time. I love using them as an opening tactic. The problem is I think they should have more survivability. And as a call in unit they should be a bit different from the other engineers in the game.

Like coh2player said they are basically an american version of the pioneer - some of their abilities are different but combat wise they are very similar - and pioneers are non-doctrinal and cheaper.



26 Jun 2014, 19:41 PM
#7
avatar of ilGetUSomDay

Posts: 612

Their experience transfers???? That's awesome!
26 Jun 2014, 19:45 PM
#8
avatar of Thunderhun

Posts: 1617

Thompsons for tank crews are one of the most useless upgrades atm. I'd better use REs for manning tanks than AEs.
26 Jun 2014, 19:53 PM
#9
avatar of Captain_Frog

Posts: 248

Thompsons for tank crews are one of the most useless upgrades atm. I'd better use REs for manning tanks than AEs.


Thompson tank crews do amazing damage.
26 Jun 2014, 20:03 PM
#10
avatar of Shell_yeah

Posts: 258

they're not shocks(those guys are killer machines and best inf in game imo), but theyre very decent. Flamethrower is never a bad choice especially on maps like semoiskiy or ferma
26 Jun 2014, 22:05 PM
#11
avatar of Cyridius

Posts: 627

Assault Engineers are incredibly strong. If you position them right you can rip apart all OKW's early infantry, including Sturmpios. Support them with Rifles and micro them right, and you can roll over your enemies. You get them in a building on certain maps and OKW simply can't dislodge them.

My early BO with the Armor doctrine is usually 2 Rifles-1 A.Engie-Grenades-Medic Truck-1 A.Engie-Lieutenant-Captain

Obviously, that's just my preliminary judgement, but I reckon they're on par with Sturmpios.
26 Jun 2014, 22:55 PM
#12
avatar of Shell_yeah

Posts: 258

My bo is rifle-ass engie-2 rifles-lieutenant-m20(or if I see flak I can build a 37mm ht)-ambulance-major- bazookas(equip on rear echelon)- jackson-bulldozer

Also if you want more firepower replace your tank crews with rear echelon and upgrade crews with thompsons, they become really powerful
27 Jun 2014, 00:24 AM
#13
avatar of Mr. Someguy

Posts: 4928

They feel like more of a US version of a Pioneers than an assault squad.


21.3812 - Ostheer Pioneer DPS
42.4450 - Assault Grenadier DPS
53.4888 - Assault Engineer DPS
27 Jun 2014, 01:01 AM
#14
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



21.3812 - Ostheer Pioneer DPS
42.4450 - Assault Grenadier DPS
53.4888 - Assault Engineer DPS


i wonder what thompson dps for airborne and tank crews are.

ass eng is great in my opinion, especially because it's 0cp.
27 Jun 2014, 01:21 AM
#15
avatar of Corp.Shephard

Posts: 359

I guess my point above was that this unit already does so much that making it a really good combat unit that scales will make it even more powerful than it is now. Too powerful I would say.

It is already pretty scary.
27 Jun 2014, 01:34 AM
#16
avatar of coh2player

Posts: 1571

I'll play a few matches with armor doctrine. Prior to this, it looked to me that Ass Engineers got cut down pretty easily and generally lost in duels vs. Sturmpios (sturmpios starting doing good damage from long/mid range while AssEngineers do little.

So let me think: 1-2 riflemen/officers, 1 Assault Engineer, and one 50 cal. per VP? 50 cal to suppress, and then AssEngineers to close in. Or riflemen to start working on the DPS, and then Assengineers approach.

I never liked Ostheer AssGrens, shock troops, or SMGs. The point blank, non suppression philosophy is not my thing. I like flamers. But flamers for AssEngineers is too expensive to me as I use all the munitions for Bar or 30 cals.
27 Jun 2014, 04:56 AM
#17
avatar of coh2player

Posts: 1571

I just tried Assault engineers, riflemen, and 50 cal in two games and threw them both. The Assengineers were difficult to keep alive, too much micro, too easy to focus fire/kite, not enough HP, and too little range for my taste.

I dunno, 30 cal +50 cal or the Bars + 50 cals simply work better with the way I play. Tips? I'm thinking that this unit is very map dependent. It needs to be on a map with lots of buildings and close quarters.
27 Jun 2014, 13:14 PM
#18
avatar of ofield

Posts: 420




  • Demo charges. These require micro but US forces don't get mines. Use early munitions on Demo charges placed around the map and you can wipe squads.
  • Their light AT mine is truly awful but if you stack like ~6 of them they can provide damage and possibly engine damage. That's only 30 munitions.




or you just place a democharge on a light at mine and have one of the best AT mines ingame (ya i know it's expensive, but 95 for 600 dmg is ôokay).. and you are a strategist? :P
27 Jun 2014, 13:16 PM
#19
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post27 Jun 2014, 13:14 PMofield


or you just place a democharge on a light at mine and have one of the best AT mines ingame (ya i know it's expensive, but 95 for 600 dmg is ôokay).. and you are a strategist? :P


Why I never thought of that?

Constant muni float on USF if a standard for me.
27 Jun 2014, 13:20 PM
#20
avatar of ofield

Posts: 420

jump backJump back to quoted post27 Jun 2014, 13:16 PMKatitof


Why I never thought of that?

Constant muni float on USF if a standard for me.


i am not sure if you are sarcastic, but when i play americans, i have ammo problems in early game, but float ammo in late game.
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