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Assault engineers

How good are assault engineers?
Option Distribution Votes
59%
39%
2%
Total votes: 64
Vote VOTE! Vote ABSTAIN
17 Oct 2015, 21:48 PM
#1
avatar of Hon3ynuts

Posts: 818

Assault engineers are not as good as rifles. They cost the same but Assault engineers are signifigantly less versitle. Rifles in rifle company are being produced in massive amounts as anti garrison units b/c flamers are too good or OP, these guys have the same weapon upgrade and yet are rarely seen.

I think assault engineers should be improved by reducing cost and performance but perhaps adding a man to the squad so that they can take on garrisons without incurring as much bleed and provide an alternative to rifles at a lower cost, not the same.

I'm not saying they should be mainline infantry but it should be a real choice to get these guys over flamer rifles as anti garrison units. They do the same(and almost every other) job worse at the same cost which is simply put poorly balanced.

I wouldn't say this is exactly what should be done but i think they need some kind of help, Thoughts?
17 Oct 2015, 21:55 PM
#2
avatar of Australian Magic

Posts: 4630 | Subs: 2

Just add fifth man with vet 2/3 and they will be fine.

On maps like Trois-Pont, they are my first choice (tho I wouldnt make more than 1 squad) and usually I can achievie efficiency around 800% with them.

In other word, very good on close maps but very squishy and esy to lose so give them fifth man with vet 2/3/
17 Oct 2015, 21:58 PM
#3
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

I think they need a reinforce reduction and as Magic has stated above, a fifth man with vet. Maybe they changed the values at some point, but off the top of my head they should be currently around 35mp to reinforce(280/4 = 70/2 = 35) and they're generally worse than Sturmpioneers. I think around 28-32 would be more ideal.

17 Oct 2015, 23:35 PM
#4
avatar of Hon3ynuts

Posts: 818

They cost 32 to reinforce, the same as sturmpioneers
18 Oct 2015, 00:27 AM
#5
avatar of dasheepeh

Posts: 2115 | Subs: 1

reduce received accuracy
18 Oct 2015, 01:24 AM
#6
avatar of Appleseed

Posts: 622

base on its price and how good it in CQC and have demo. they are fine. no need anymore buffs
18 Oct 2015, 03:09 AM
#7
avatar of CadianGuardsman

Posts: 348

They are a very strong unit that I get every game in a 1v1. They have a very high wipe potential if you get close and catch an enemy out. On top of that they have massive utility in the form of demo traps and mines. Adding an extra man would make them better than a rifleman squad especially if you give em double bars and we'd see blobs of assault engies instead of a mixed force.

The best way to employ them is 1 for every 3 riflemen and use them to flank. In that employment they are borderline OP.
18 Oct 2015, 03:20 AM
#8
avatar of Kubelecer

Posts: 403

They die too fast, even in cqc
18 Oct 2015, 04:52 AM
#9
avatar of Appleseed

Posts: 622

They die too fast, even in cqc


so is Strumpio, which is 320, both good CQC and dies very fast. they are engineers not shocks, and AE have demos and better mines than SP.
18 Oct 2015, 04:53 AM
#10
avatar of Kubelecer

Posts: 403



so is Strumpio, which is 320, both good CQC and dies very fast. they are engineers not shocks.


Sturmpios don't die as fast because they kill what's killing them faster
18 Oct 2015, 04:54 AM
#11
avatar of Appleseed

Posts: 622



Sturmpios don't die as fast because they kill what's killing them faster


1 is 320 mp 1 is 280, 320 lives little longer i wont surprise on that, also AE have better mines and demo. also Strumpios are against units 5+ models most time, while AE are against units most time is 4 models. the HP pool they need to take down is less than SP
18 Oct 2015, 05:00 AM
#12
avatar of Kubelecer

Posts: 403



1 is 320 mp 1 is 280, 320 lives little longer i wont surprise on that, also AE have better mines and demo. also Strumpios are against units 5+ models most time, while AE are against units most time is 4 models. the HP pool they need to take down is less than SP


I don't mind sturms are better, I just mind that Ass engies die in combat before they do something significant. Engies or not, they could use a change, like make them non doctrinal so usf gets a flamer :foreveralone:
18 Oct 2015, 05:04 AM
#13
avatar of The Big Red 1

Posts: 758

They die too fast, even in cqc

like stormtroopers from star wars?
18 Oct 2015, 05:09 AM
#14
avatar of Appleseed

Posts: 622



I don't mind sturms are better, I just mind that Ass engies die in combat before they do something significant. Engies or not, they could use a change, like make them non doctrinal so usf gets a flamer :foreveralone:


they die fast is because they charge frontal assult which is not what AE's role in battle, like Assult gren. or Strum they charge frontal any riflemen sq can take them down. they are used to hide around corner and come out when enemy unit is very close. i also find hide behind a house when your other infantry is around usually in engagement they will tend to run into house to get better covers and shoot position then throw your AE, AG or SP in the house when they are close to the house they die like flies, also flanking enemy is what they really use for. only time they charge out front should be enemy sq are suppressed.
18 Oct 2015, 05:21 AM
#15
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

change demo to timed demo (normal demo is dumb anyway) and 5th man at vet 2.
18 Oct 2015, 05:26 AM
#16
avatar of Omega_Warrior

Posts: 2561


The best way to employ them is 1 for every 3 riflemen

So.. one?:unsure:

18 Oct 2015, 05:29 AM
#17
avatar of AchtAchter

Posts: 1604 | Subs: 3

If you buff them assault grenadiers will also need a buff as they cost the same.
18 Oct 2015, 05:30 AM
#18
avatar of Omega_Warrior

Posts: 2561

They are good at the opening of the game, but are scale like shit. They don't have enough durability to perform their CQC role as the game progresses towards the mid game.
Defenetly needs an extra man at vet2 so they don't die like flies and can still be useful.
18 Oct 2015, 05:51 AM
#19
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

If you buff them assault grenadiers will also need a buff as they cost the same.


AEs are definitely the less-bad of the two by far what with being able to repair and lay down demo charges, though.
18 Oct 2015, 08:26 AM
#20
avatar of Carlos Danger

Posts: 362

I'd go with lower received accuracy. Nothing drastic, mind you.
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