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russian armor

An idea to improve Rear Echelon

23 Sep 2015, 09:33 AM
#21
avatar of Katitof

Posts: 17914 | Subs: 8

Lower volley tremendous rec acc penalty so pios won't murder them on mid range when they use it, threre, RETs in perfect place with ability being usable.
23 Sep 2015, 09:41 AM
#22
avatar of AchtAchter

Posts: 1604 | Subs: 3

They are absolutely fine. I use them for green cover, building fighting positions and clearing garrisons with them early game and when mid late game comes I transition them into a cheap bazooka squad.
USF have potent rifles, why would you need strong REs.
Do you guys proposing this kind of stuff even check coh2chart.com from time to time? If you gonna buff REs you need to nerf something for exchange.
23 Sep 2015, 09:47 AM
#23
avatar of y3ivan

Posts: 157

Ways to Buff volley fire without outright wining 1v1 engagement:
1. Reducing receive accuracy penalty
2. Increase suppression (cut down the time a squad gets suppressed) but remove the squad pinning effect. reduce weapon accuracy while active.

23 Sep 2015, 10:27 AM
#24
avatar of Mr. Someguy

Posts: 4928

Maybe allow them to to have access to a Thompson upgrade which turns them into a close quarter engineer unit?


Assault Engineers are your close quarter engineer unit.
23 Sep 2015, 11:04 AM
#25
avatar of CadianGuardsman

Posts: 348



Assault Engineers are your close quarter engineer unit.


This^

Rear echelon troops are exactly that; rear echelon troops. They shouldn't be that combat effective. If anything they should be given a M12 Trench gun for better close to mid range efficiency, but they should only be good for defending. Not attacking.

They have basic combat training, that's nothing compared to what riflemen recieve.
23 Sep 2015, 15:00 PM
#26
avatar of The amazing Chandler

Posts: 1355

Just give them normal mines!!!!!!!!!!!!!!!!

look at this
23 Sep 2015, 16:08 PM
#27
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Volley Fire could use some tweaks, but that's pretty much it.
23 Sep 2015, 16:11 PM
#28
avatar of __deleted__

Posts: 4314 | Subs: 7

How to improve RETs ? Give em to hands of CptSprice :D
23 Sep 2015, 16:15 PM
#29
avatar of Loki

Posts: 96

-give the mine sweepers right out of the gate, toggle button.
- wire cutters
-sprint. Maybe not sprint. This one iam really not sure about
- sticky bomb. 0 range. 1000 pen. 30 damage
- binocular ability. Again toggle. Unit must be static. It has both a 5 second cool down and 5 sec activation delay.


And fucking fuck volly fire
What yall think?
23 Sep 2015, 17:46 PM
#30
avatar of What Doth Life?!
Patrion 27

Posts: 1664



This^

Rear echelon troops are exactly that; rear echelon troops. They shouldn't be that combat effective. If anything they should be given a M12 Trench gun for better close to mid range efficiency, but they should only be good for defending. Not attacking.

They have basic combat training, that's nothing compared to what riflemen recieve.


You seem to be the only poster who is on topic. This thread is about adding a shotgun with a defensive activated ability to fire a large blast to replace volley fire because the ability is so nerfed it's not worth salvaging.

Something like 30 munitions to do a small Greyhound style canister shot that will also suppress briefly. Of course it shouldn't be very lethal, but just be a way to deter a unit.

4 Dec 2015, 06:13 AM
#31
avatar of What Doth Life?!
Patrion 27

Posts: 1664

move the flamethrower rifles get from rifle company to RE's.


We did it!!! :banana:
4 Dec 2015, 06:16 AM
#32
avatar of The Big Red 1

Posts: 758

having them be able to build sandbags and or lay mines would be nice too and not just having to rely heavily on just the m20
4 Dec 2015, 06:21 AM
#33
avatar of What Doth Life?!
Patrion 27

Posts: 1664

having them be able to build sandbags and or lay mines would be nice too and not just having to rely heavily on just the m20


the M20 mines are SO good. There are now four USF commander than have access to mines so I'm pretty happy with where RE are at right now with a 20% dmg buff and flamers in Rifle Co.
4 Dec 2015, 06:30 AM
#34
avatar of The Big Red 1

Posts: 758



the M20 mines are SO good. There are now four USF commander than have access to mines so I'm pretty happy with where RE are at right now with a 20% dmg buff and flamers in Rifle Co.

ok how about sandbags then? aside of just relying on doctrinal commanders for it plus its a free alternative to fighting positions if u dont got the manpower to build it
4 Dec 2015, 06:52 AM
#35
avatar of TheMux2

Posts: 139

Just fix volley fire, paying 20 muni for a squad to basicly suicide isnt "Fine" i agree that the dps and the vet is good but that does not justifie such a garbage ability
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