Rear Echelon Squads
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Posts: 1384
Volley Fire is awful in its current incarnation.
Default rifles are worthless. Require Bars to accomplish anything.
Repair is redundant when vehicles can repair themselves with crews.
The Good:
Fighting position rifle grenades
Gain decent combat ability with vet 2 and bars
Volleyfire can be used from inside garrisons
Can construct tank traps for improptu cover, or trapping tanks I guess
Suggestions:
Make them a more expensive, more combat capable squad. Cost increase to 190. Buff M1 Carbine accuracy. Currently Rear Echelon troops have the worst accuracy out of any infantry unit in the game, including weapons team crew members. Accuracy far increased from 0.2 to 0.35 and accuracy near from 0.35 to 0.55.
Volley fire cost reduced to 10 munitions. Better indicator of ability being active for fucks sake.
Posts: 74
Changes I'd like to see are
- improved long range effectiveness to go along with the theme of a support unit for rifles who close the distance
- give them a mine ability (5 muni AT mine)
- Increase cost to 200-220
Another idea would be to give them a rifle-nade ability like the one they use out of the fighting position as this would help with the lack of flamethrower for clearing garrisons.
Posts: 656
One thing that should be kept in mind though is that the American starting manpower takes into account the cheap cost of the initial RE squad. This means that if RE received a cost and combat effectiveness increase American starting manpower might need to be correspondingly reduced.
Posts: 205
Permanently BannedThe bad:
Volley Fire is awful in its current incarnation.
Default rifles are worthless. Require Bars to accomplish anything.
Repair is redundant when vehicles can repair themselves with crews.
The Good:
Fighting position rifle grenades
Gain decent combat ability with vet 2 and bars
Volleyfire can be used from inside garrisons
Can construct tank traps for improptu cover, or trapping tanks I guess
Suggestions:
Make them a more expensive, more combat capable squad. Cost increase to 190. Buff M1 Carbine accuracy. Currently Rear Echelon troops have the worst accuracy out of any infantry unit in the game, including weapons team crew members. Accuracy far increased from 0.2 to 0.35 and accuracy near from 0.35 to 0.55.
Volley fire cost reduced to 10 munitions. Better indicator of ability being active for fucks sake.
THey buffed Volley fire in the last patch i think its in a good place now for its cost. OF its a 160Mp unit of course its not going to massacre other infantry. And why would you put Bars on this squad anyway.
Posts: 2561
Volley fire scales with upgrades, so giving them a bar actually make the ability work.
THey buffed Volley fire in the last patch i think its in a good place now for its cost. OF its a 160Mp unit of course its not going to massacre other infantry. And why would you put Bars on this squad anyway.
Posts: 240
Posts: 1384
And why would you put Bars on this squad anyway.
I'm a stubborn fool who plays with a lot of 3x or 4x RE builds, so being my mainline infantry they tend to need the damage output.
Also if we want to talk about min/maxing effectiveness of the army, RE are a much better squad for bars since they have the same health/armour as Riflemen but are cheaper and benefit more from it.
Posts: 210
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they should be able to build anti tank mine
agreed ;-)
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Posts: 440
Technically Osttruppen are rear echelon units too, but that didn't stop them from appearing in multiple ways, and coming with a Panzerfaust.
They also cannot repair or build anything of value...
Posts: 1384
They're not meant to be combat capable. They're rear echelon troops. They're fine.
Then they should have non-combat utility. The only thing they have that other units don't is mine sweepers. Pioneers and Combat Engineers suck in combat too, but they have options like flamers to be somewhat formidable and they're the primary builders for their faction. RE are builders, but both riflemen and assault engineers can build the same things through doctrines. (In fact, more things) Their repair is also entirely unnecessary because tank crews are better at it anyway.
I think you're missing the point about the "rear" in the rear echelon squad. If you want to spam them, you basically must go Airborne for paratroopers. While they have pathetic base damage, buffing them to any meaning state would overlap them with riflemen (America is designed around riflemen in CoH2, not an RE army).
I like every unit to be useful. I try and find the value in every unit in the game. I don't think anything I'm suggesting is over the top at all. Combat Engineers are 10 man power more expensive and do twice as much damage with better accuracy.
I think rear echelon troops are fine. Volley fire is in a good place now.
Got any replays actually using it? Why would I ever want to spend 20 munitions on volley fire?
Posts: 210
Volley fire is a waste of munis. Nobody uses it as a tactical play style. It's just a luck button and hoping you get someone that's running out in the open.
AT mines would be a great addition to them. You know... actually promote smart play by strategically positioning mines in certain areas.
Right now though, you never build another RE squad other than to crew shit and build fighting positions.
Posts: 71
As it is now, it's like having four Private Uphams following your army around.
Posts: 440
I've always kinda thought that Rear Echelon squads should repair faster than vehicle crews by a significant margin, so that they have a use other than crewing weapons and vehicles.
As it is now, it's like having four Private Uphams following your army around.
Corporal Upham....
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