Rework volley fire

Posts: 139
This ability was OP on release but as with a lot of things, got overnerfed into uselessness .
My idea was, to reduce or just remove the extra received accuracy when the ability is active and maybe add a slow debuff (like the para 1919 lmg ability) on the squad that has been targeted by volleyfire. Increase the cost maybe to 20-25.
What do you guys think?


Posts: 474
I remember trying to volley fire at an ober squad running straight at my BAR RE's, they all got oneshotted by the lmg the obers were carrying.

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Posts: 545
Lol but seriously the I die now button is silly.


Posts: 3103 | Subs: 1
The ability should continue down the current path given to it. When active the ability would now suicide the entire RE squad instantly but insta pins the enemy squad, terrified at the suicidal display of volley fire 2.0
Lol but seriously the I die now button is silly.
They fire so fast the recoil smashes their guns into their noses, forcing said noses' bones into their brains.

Posts: 1384
Nerfed way too hard. All you ever had to do was kite it, but people were too dumb to figure that out.

Posts: 1593 | Subs: 1
Only good when you have double bar or m1919.
Nerfed way too hard. All you ever had to do was kite it, but people were too dumb to figure that out.
maybe my memory is tricking me but at release they just pinned you instantly which made early game unplayable

Posts: 824
Only good when you have double bar or m1919.
Nerfed way too hard. All you ever had to do was kite it, but people were too dumb to figure that out.
You are wrong. The ability activated in a nano-second and allowed no counter-play.
maybe my memory is tricking me but at release they just pinned you instantly which made early game unplayable
You are correct. The ability insta-pinned the moment REs saw the enemy infantry.


Posts: 474


Posts: 1153 | Subs: 1
If there's a sturmpio in your face, if you're not in cover, if your RE is out of position, don't use volleyfire. Retreat or reposition.

Posts: 238

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Posts: 1891

Posts: 1384
You are wrong. The ability activated in a nano-second and allowed no counter-play.
Hardly, it took 3-4 seconds to suppress originally.
Most people popped it the second they saw you too so all you had to do was turn around. Or use line of sight/shot blockers. Fast for Coh2 standards, but not really all that fast imo.
Regardless, there's a great deal of wiggle room between original volley fire and current volley fire. If on command suppression is too powerful then change it to something else. (Which it may very well be for such a cheap and spammable unit, perhaps making it a vet 1 ability would balance it out)


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Replace RE with Fresh-from-boot-camp-riflemen, and then replace normal riflemen with Rangers.
Replace the rangers in heavy cav with VETERAN Marines.
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