Assault Engineers and Vehicle Crews are Useless
Posts: 26
Also, American Vehicle Crews are horrible at combat as well. They carry M3 grease guns, which were considered the successor to the Thompson, yet they barely do any damage. In my experience, even 2 vehicle crews together can't even match a single Grenadier squad.
Besides mines, I cannot see any possible reason to make AE's instead of Rear Echelon Troops. And while you cannot make vehicle crews, they are UP completely, making them worse than engineers in combat. I understand they are considered a "free unit", but to me it's a useless unit besides repairs and taking points. If that was their only uses than they shouldn't carry the M3, which was a very effective weapon.
Relic needs to buff both of these units, to make them less useless.
Posts: 1384
Vehicle crews do alright. I need to use them more.
Anyway the main reason people get AE's is because of demo charge abuse. One of the easier ways to win in competitive play is just to nuke squads with demo charges.
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get close. watch squads melt.
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Assault engineers are rather good in my opinion. Their close range DPS is huge but I mainly use them to plant demo charges to 1-shot squads.
Posts: 18
I've tried to learn to use them more effectively lately and the only thing I can recommend is try to use them the same way you would sturm pioneers. What I guess you could try is this: First, use volks or riflemen to set up in any nearby cover to take fire. While they are acting meat shields, bring your sturm pioneers or assault engineers in from a different angle and close the gap, usually I right click and drag their positions right next to the enemy unit.
If all works like it's supposed to, the meat shields will take the bullets while your burst units close the distance in relative safety and cut down the enemy unit.
Posts: 1157 | Subs: 2
Thompsons on vehicle crews just seems like a wasted slot in your commander tree.
Assault engineers can feel as a random experience, sometimes they just die like flies trying to close the distance and sometimes they just spank enemy squads.
I've tried to learn to use them more effectively lately and the only thing I can recommend is try to use them the same way you would sturm pioneers. What I guess you could try is this: First, use volks or riflemen to set up in any nearby cover to take fire. While they are acting meat shields, bring your sturm pioneers or assault engineers in from a different angle and close the gap, usually I right click and drag their positions right next to the enemy unit.
If all works like it's supposed to, the meat shields will take the bullets while your burst units close the distance in relative safety and cut down the enemy unit.
The problem with this is that if they switch targets to your AEs they are toast. The only way this works is if you are already close before you start your flank.
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And I have found a great use for vehicle crewes-they are AWESOME at driving vehicles around and repairing them.
Posts: 18
The problem with this is that if they switch targets to your AEs they are toast. The only way this works is if you are already close before you start your flank.
Personally I'm playing almost exclusively comp stomps, you might be right about the re-targeting of the troops you are attacking in online games. But wouldn't the same hold true for sturm pioneers? There's no difference in armor for these two units as far as I know.
Or maybe try to utilize cover to the best of your abilities when closing the gap as Relic intended cqc units to be required to do as of a couple of patches ago when they tinkered with the cover system and dps.
Posts: 1701
Assault engies with flamer seem fine to me. They are on the fragile side, but can pack a punch.
And I have found a great use for vehicle crewes-they are AWESOME at driving vehicles around and repairing them.
xDDDDD
Posts: 218
Yup. A way to get your tank out of the fight without even getting your crew out.
Regardless, I find I have to upgrade my Assault Engineers with that M2 Flamethrower (which has been behaving itself recently, thank god) to get any proper use out of them.
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Posts: 218
Boom, insta-useful Assault Engineers (although I think that belongs in it's own thread).
Posts: 99
I think I might know the perfect ability to make these guys worth it later on in the game - a stun grenade. Namely the Mk3 grenade. The grenade might stun like the doctrinal German one, but does very little damage. Huge damage modifier versus garrisoned units.
Boom, insta-useful Assault Engineers (although I think that belongs in it's own thread).
I really like that idea, could help them close the gap. Vet 1 ability perhaps?
Posts: 627
Currently they start to drop off even faster than a shock troop PPSH. That's some damn close quarters you need to be to get your full damage output.
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