Pathfinders
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Posts: 1970 | Subs: 5
Posts: 1637
As a combat unit they are not spectacular for their cost.
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Posts: 1970 | Subs: 5
Pathfinders can do some dirty work against Sturmpioneers and are great for hiding in camo with hold-fire to spot for less direct means of firepower. I think they should para-drop onto the battlefield or something though.
or building pop out would be neat. But if it made them more expensive, no thanks.
Posts: 1221 | Subs: 41
I use them in team games if I haven't bled manpower early on, because the maps are larger and I tend to have more airborne squads in them so the beacon reinforce is more valuable, and they are extremely good scouts if they do manage to survive to vet3.
I generally don't get them in 1vs1 unless I absolutely don't want 4 rifles and am still going captain+airborne. They just don't perform well enough in combat to warrant the 290mp, and the beacons are not that valuable when I only tend to have one airborne squad at most, though the vision is still nice.
I tend to feel the jaeger and pathfinder crit health threshold should be normalized, jaegers going down from their 0.75 and pathfinders going up from their 0.4. Jaegers have plenty of goodies to go for them anyway, all pathfinders have are beacons and their vet camo. Oh and I really think Pathfinders should be able to reinforce at beacons as well.
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Besides, it's a bit tiring that Axis has 3/4 of the game's infiltrators, and of all 4, the only allied infiltrator is completely combat ineffective against even Pioneers.
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I use them as part of my regular build.
They have excellent LOS and can scout for assaults. Sitting back of three rifle men they can pluck weak axis models off if micro'd well.
Can you bank your entire tactic off of this unit? No
Does it help? Yes. The combined arms in this case is completely worth it in my opinion.
That LOS and range bonus, doe.
Pathfinder
+5 sight range
-20% weapon cooldown -29% received accuracy
5 more weapon range +20% weapon accuracy gains same cloaking as german sniper
Posts: 44
Posts: 161
I find them very useful, depends on the opposition if i Get them out on 2cp or wait a little more.
Posts: 44
Pathfinders with 3 BARs is love and life, it is so fun to watch them tear down any sort of infantry .
I find them very useful, depends on the opposition if i Get them out on 2cp or wait a little more.
3 bars wut?
Posts: 161
3 bars wut?
Ugh fill the squads up with as many BARs as you can
I'll recommend it for having some fun on the battlefield, not That viable costwise.
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3 bars wut?
He probably confused this thread with the one where people talk their coh2 dreams.
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Posts: 604
I think they'd be better if they were pushed a little more in the direction of snipers. No idea how to do that, maybe increase range and slightly increase the hp% needed for the critical and decrease their damage. Maybe make them come later for that and airbornes earlier (lock upgrades behind tech).
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I try to use the beacon sometimes just cause its free. though tbh i dont really get the benefit of it much. Itd be cool if you could paradrop in faster the closer the target zone is to the beacon. but just for tightening the drop radius there isnt much advantage.I think i might have purposefully used it one time ever to airdrop an at gun in an urban area of a map.
I think itd atleast help if pathfinders would also paradrop in like the rest of the commander abilities. Then you could use them for real scouting.
Posts: 1144 | Subs: 7
personally I think they should not have random sniper crit, and instead they should have some marksman ability like brit squad in coh1. Same for jaegers.
that was my idea u idea-stealer
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