Sensible USF Changes
Posts: 1664
Posts: 1891
Posts: 1664
That couldn't happen, too OP. You can't give a 280 MP troop squad scoped rifles and extra sight range, it would break the game.
I'm saying one rifle per upgrade.
Posts: 1891
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Haha I joke. Panzerfusilier
Pfuss don't have JLI crits.
Posts: 1891
But this sniper riflemen thing is honestly like the worst thing ever. Just give them a BAR and they'll murder everything. Commander has recon Paths too for even more no scopes.
Buffing the passive is great, but that sniper rifle shit makes zero sense man.
Posts: 1063
Posts: 4928
What if the ability upgraded one of the squad with a scoped rifle, increased base vision by 8-10 and gave them the Pathfinder crit? Giving you another option for Riflemen to make them operate a bit more like Jaeger Light-Infantry.
This was originally how USF's sniper was going to be. Ever notice the base layout, there's 4 lockers. BAR, Bazooka, M1919, and Unmarked. Unmarked was actually for Scoped Rifles, it is actually named aef_weapon_rack_m1c_garand, which is the exact rifle the Pathfinders use. Not sure why they took the weapon away from an upgrade and gave it to Pathfinders, maybe they thought it would be too good, or that Pathfinders needed a purpose. Regardless, I definitely wouldn't mind seeing it come back.
Would have been fully authentic too, the US didn't use traditional Snipers like the Soviets or Germans or British. A US Sniper was just the most precise Rifleman being issued a Scoped Springfield (or a very rare M1C) instead of a regular ol' Garand.
Posts: 1664
Panzerfusies are OP because they punch over their weight and heavy survivability. Limited AT too.
But this sniper riflemen thing is honestly like the worst thing ever. Just give them a BAR and they'll murder everything. Commander has recon Paths too for even more no scopes.
Buffing the passive is great, but that sniper rifle shit makes zero sense man.
Recon Pathfinders have 3 men, cost 210, DON'T have a scoped rifle with crits and are a horrible unit.
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Recon Pathfinders have 3 men, cost 210, DON'T have a scoped rifle with crits and are a horrible unit.
They're a pure scouting and artillery delivery platform. And despite being utterly useless in combat, they're still the best thing this doctrine and almost good enough to actually pick this doctrine over others because the very rapid fire, 140 muni artillery is exactly what you need to deal with massed HMGs and PaKs.
If only the rest of the doctrine wasn't so freaking terrible.
Posts: 1664
They're a pure scouting and artillery delivery platform. And despite being utterly useless in combat, they're still the best thing this doctrine and almost good enough to actually pick this doctrine over others because the very rapid fire, 140 muni artillery is exactly what you need to deal with massed HMGs and PaKs.
If only the rest of the doctrine wasn't so freaking terrible.
I'm the last person to talk smack on niche units and strats... Heck, dropping IR artillery is one of the most fun things you can do in COH2, but this commander was thrown together, has suffered multiple nerfs and is plain crap. That's why I was suggesting a Springfield upgrade for one rifleman in the squad that buffs the units vision and gives them a crit chance to replace the buggy Forward Observers.
Posts: 64
Solution: Just make them shot the bazooka like the Volks do. The volks just stop and shot instantly.
I so want to go captain first tech, i love the pack and the stuart now, but i always think what should i do with the captain?
Posts: 1664
The Captain needs an urgent fix. The constant jumping, searching for cover, jumping, running into a tank, jumping outside of bazooka range before actually firing a single bazooka shot is really really annoying. It didn't happen to me once that i flanked a scout car or a PIV or flak HT and i lost the whole squad because the Captain wasn't able to shot a single shot in like an eternity. I also love when they suicide jump into a PIV before firing a shot.
Solution: Just make them shot the bazooka like the Volks do. The volks just stop and shot instantly.
I so want to go captain first tech, i love the pack and the stuart now, but i always think what should i do with the captain?
On that note, I hope something is changed about units with multiple ranged weapons. When you tell a pathfinder (2 rifles, 2 carbines) or cpt to attack a unit, often times they will insist on walking into their shortest weapons range. No one is trying to kill using the m1 carbine or the cpt rifles ok?!
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Of course it's a rather niche bug which won't have an effect in many cases but it is something to keep in mind when choosing this commander.
Posts: 1891
They're a pure scouting and artillery delivery platform. And despite being utterly useless in combat, they're still the best thing this doctrine and almost good enough to actually pick this doctrine over others because the very rapid fire, 140 muni artillery is exactly what you need to deal with massed HMGs and PaKs.
If only the rest of the doctrine wasn't so freaking terrible.
Greyhounds can be good for cheese.
Posts: 550 | Subs: 1
Greyhounds can be good for cheese.
Greyhound has had it's rof nerfed by 25% last patch and it wasn't stellar before that ever since they changed the canister shot mechanic.
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Greyhounds can be good for cheese.
Ya mean ONLY good for cheese.
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It's really hard to make a decision to make a .50 cal IMO, they die really fast.
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