An idea to improve Rear Echelon
Posts: 17914 | Subs: 8
Posts: 1604 | Subs: 3
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.
Posts: 157
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.
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.
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.
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Posts: 96
- 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?
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.
Posts: 1664
move the flamethrower rifles get from rifle company to RE's.
We did it!!!
Posts: 758
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.
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
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