Sturm pioneers are overpriced
Posts: 1130
And of course demo charges. i cannot count how many games i have won because of demo charges.
Posts: 521
I would say the assault engineer are far better then the SP's not in raw firepower or durability but utility.The ability to have a flamethrower is a tremendous boon on certain maps. and makes the whole sp's are better at midrange a bit dubious.
And of course demo charges. i cannot count how many games i have won because of demo charges.
In my experience Assault Engineers beat Sturmpioneers if they don't take much damage before they can get in fart sniffing range. Without a Flamethrower too. AE are better units with more utility indeed, but isn't that part of asymmetrical balance?
Posts: 17914 | Subs: 8
In my experience Assault Engineers beat Sturmpioneers if they don't take much damage before they can get in fart sniffing range. Without a Flamethrower too. AE are better units with more utility indeed, but isn't that part of asymmetrical balance?
Assault engies have less dps and don't have rec acc modifier, unless they literally jump on the back of sturmpios, they will pretty much always lose.
Posts: 1130
In my experience Assault Engineers beat Sturmpioneers if they don't take much damage before they can get in fart sniffing range. Without a Flamethrower too. AE are better units with more utility indeed, but isn't that part of asymmetrical balance?
Sp's and AE. are completely balanced but some people are severely underestimating the AE's. What is not balanced in all of this and completely of topic is the performance of the PG's compared to these units
Posts: 4630 | Subs: 2
In my experience Assault Engineers beat Sturmpioneers if they don't take much damage before they can get in fart sniffing range. Without a Flamethrower too. AE are better units with more utility indeed, but isn't that part of asymmetrical balance?
Sorry but no. 5:0 for SP.
I would say the assault engineer are far better then the SP's not in raw firepower or durability but utility.The ability to have a flamethrower is a tremendous boon on certain maps. and makes the whole sp's are better at midrange a bit dubious.
And of course demo charges. i cannot count how many games i have won because of demo charges.
Your point of view is very narrow. AE might have more utility but they are doctrinal so in fact you lose mich more utiliy. No LMGs, no P47, no Paras... etc.
Posts: 521
Posts: 1130
Sorry but no. 5:0 for SP.
Your point of view is very narrow. AE might have more utility but they are doctrinal so in fact you lose mich more utiliy. No LMGs, no P47, no Paras... etc.
this is not proof the AE where not shooting for some reason. And who gives a shit about para/lmgs' on CC maps. Using the right tools on the right map. some scrubs beleive that airborne works n every single map. they arewrong.
Posts: 4630 | Subs: 2
this is not proof the AE where not shooting for some reason. And who gives a shit about para/lmgs' on CC maps. Using the right tools on the right map. some scrubs beleive that airborne works n every single map. they arewrong.
Did you just say that AE on this picture were not shooting? Really?
Paras on CC maps with Thompsons
Rifles with flamers instead of AE
Posts: 420
confirms Australian Magic's statement, at almost any given range, AE have less DPS than SP, in case that SP also have a received accuracy modifier, they will never ever lose vs AE in a equal setup.
Posts: 1604 | Subs: 3
http://www.coh2-stats.com/compare?utf8=%E2%9C%93&squad1=assault_engineer_squad_mp&squad2=assault_pioneer_squad_mp&commit=Compare
confirms Australian Magic's statement, at almost any given range, AE have less DPS than SP, in case that SP also have a received accuracy modifier, they will never ever lose vs AE in a equal setup.
What I observed that Assault Engins sometimes win, when they stay at range 10. But those are battles that almost never occure because you always try to close in and squads are usually not alone.
Assault Engis focus lies on the support role, while Sturmpios focus on the combat role.
Posts: 17914 | Subs: 8
What I observed that Assault Engins sometimes win, when they stay at range 10. But those are battles that almost never occure because you always try to close in and squads are usually not alone.
If they are not alone, then they are not fighting 1v1.
In 100% of all other cases, AEs will loose-always, unless they get flamer and lucky crits.
Posts: 1604 | Subs: 3
If they are not alone, then they are not fighting 1v1.
In 100% of all other cases, AEs will loose-always, unless they get flamer and lucky crits.
Yes, if you are not a noob sturmpios will always win and that's completely fine given the price difference and the focus on different roles.
Posts: 2053
Yes, if you are not a noob sturmpios will always win and that's completely fine given the price difference and the focus on different roles.
Exactly. They are both priced properly.
Posts: 1130
Did you just say that AE on this picture were not shooting? Really?
Paras on CC maps with Thompsons
Rifles with flamers instead of AE
And this is why i win against so many usf players when i play okw. using the wrong doctrines.
1. I dont know you post the such crappy pictures. 2 of them have their backs turned to the pg's. so some of them are not shooting.
2. good luck with your para's dude. they are nowhere near the dps/ durability of shocks. also no smoke grenade.
3. good luck with that shitty doctrine against a okw fortification player.
Posts: 4951 | Subs: 1
BWAHAHAHAHAHAHHAHAHAHAHAH!
So you have never used smoke spam to make his Volk/Obers blob unable to see shit or used smoke in order to cap points with out having to deal with the Schwer or MG bunkers?
I just wont waste my time for you anymore.
Proved that you are wrong about obers and Paras but for you its just rng. But its not because the result is always the same.
And the thing with smoke nades... Garden me... No comment. Its perfect for signature I guess.
Mmmm yes smoke grenade exist so he can run back and you can run through the smoke like an idiot and just die on the other side.
Oh, and you died because you had less para's than he had Sturms, 4/6 > 3/6
Posts: 1130
http://www.coh2-stats.com/compare?utf8=%E2%9C%93&squad1=assault_engineer_squad_mp&squad2=assault_pioneer_squad_mp&commit=Compare
confirms Australian Magic's statement, at almost any given range, AE have less DPS than SP, in case that SP also have a received accuracy modifier, they will never ever lose vs AE in a equal setup.
Ad that flamethrower in the mix. you likely get different results. take note however that ost/okw baseline infantry is more about long range combat then short range combat. i would say that the potential for AE is higher then the SP's.
Posts: 4630 | Subs: 2
And this is why i win against so many usf players when i play okw. using the wrong doctrines.
1. I dont know you post the such crappy pictures. 2 of them have their backs turned to the pg's. so some of them are not shooting.
2. good luck with your para's dude. they are nowhere near the dps/ durability of shocks. also no smoke grenade.
3. good luck with that shitty doctrine against a okw fortification player.
AE lost 5 times in a row. No matter what.
Nowhere near? Go home dude... Paras with thompsons have higher DPS than Shocks....
Posts: 2053
Ad that flamethrower in the mix. you likely get different results. take note however that ost/okw baseline infantry is more about long range combat then short range combat. i would say that the potential for AE is higher then the SP's.
10/10 times i would like my starting unit to be a great combat unit with uber repair and able to do several other neat things (including laying the best wire)
With long range rifles, you can kill either of them on approach so long range is pretty advantageous there...
Posts: 4951 | Subs: 1
Honestly all the starting units should get a 5th man and have their DPS kept the same, it's really dumb how lucky squad wipes can gimp you early game.
Posts: 2053
Mmmm yes smoke grenade exist so he can run back and you can run through the smoke like an idiot and just die on the other side.
Smoke is either used for retreats, Los block against HMG's, or to charge the enemy by surprise. You only do so with close combat troops as anything ranged will be put at a disadvantage. If the enemy did not move (either a. Does not suspect you to charge into the smoke or b. Is a team weapon) then you cut them down. If they did move, you just retreat back into the smoke; never you simply "die on the other side".
Meant for shocks for obvious reasons, as long as they have 4 or more men alive.
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