Rework volley fire
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There is no need for it anymore now that RETs cost more and volley costs almost twice as much as it used to.
Posts: 139
Thats a good thing.
They will then lose to riflemen(badly) because they are moving.
or if they focus RE, then riflemen are taking 0 dmg.
Supressing fire is amazing.
It isnt a good thing. I just wasted 35 muni to distract a squad for 5 sec?
you dont have to move in because of the 50% rec accuracy even at long range echelon will die like flies.
a squad of volks is 9/10 supported by sturms or even more volks
Supressing fire is horrible, and i can tell that you have never used/faced this ability
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They fire so fast the recoil smashes their guns into their noses, forcing said noses' bones into their brains.
And the force of their nose bones smashing through their skulls adds extra shrapnel forcing their skull parts into their teammates.
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Ever thought maybe Volley fire isn't supposed to allow RE to 1v1 anything short of obers and win? Support Rear ech with riflemen, put rear ech in cover. Pop volley fire. Profit. But hurr hurr, we need WFA release volley fire back pls.
Im not asking for rear echelon to 1v1 a squad, i just want this ability to not suck, you cant deny that for 35 muni its garbage. Try using it and you will see.
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Permanently Banned
Im not asking for rear echelon to 1v1 a squad, i just want this ability to not suck, you cant deny that for 35 muni its garbage. Try using it and you will see.
Not saying its a great ability no, but when in cover, if it drops volks, sturmpioneers, and grens into the suppressed state. Then you already win the engagement. Only idiots complain when rear ech get wasted standing in the open using it. Drop cost to like 25. But increase suppression or durability and it becomes a stupid pop every time in combat ability. Forcing you to engage rear ech who use volley fire with 2 squads. I don't see pioneers getting something like this.
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Im not asking for rear echelon to 1v1 a squad, i just want this ability to not suck, you cant deny that for 35 muni its garbage. Try using it and you will see.
Not saying its a great ability no, but when in cover, if it drops volks, sturmpioneers, and grens into the suppressed state. Then you already win the engagement. Only idiots complain when rear ech get wasted standing in the open using it. Drop cost to like 25. But if you increase suppression or durability and it becomes a stupid pop every time in combat ability. Forcing you to engage rear ech who use volley fire with 2 squads. I don't see pioneers getting something like this, and they cost the same with worse vet and useless at anywhere but point blank.
We are overestimating what a 200 mp squad should be doing when we already don't understadn how volley fire should work in the first place.
Posts: 139
Not saying its a great ability no, but when in cover, if it drops volks, sturmpioneers, and grens into the suppressed state. Then you already win the engagement. Only idiots complain when rear ech get wasted standing in the open using it. Drop cost to like 25. But increase suppression or durability and it becomes a stupid pop every time in combat ability. Forcing you to engage rear ech who use volley fire with 2 squads. I don't see pioneers getting something like this.
Why do you keep saying that i dont know how to play/use abilities? Even in cover its just utter garbage. Oh and they keyword in your argument is "if" it supress wich almost never happens.
Regarding pioneers not getting a ability like volley fire, why dont usf get minefields? Why doesnt usf get tier 0 mg? Asymetrical balance.
Posts: 112
It isnt a good thing. I just wasted 35 muni to distract a squad for 5 sec?
you dont have to move in because of the 50% rec accuracy even at long range echelon will die like flies.
a squad of volks is 9/10 supported by sturms or even more volks
Supressing fire is horrible, and i can tell that you have never used/faced this ability
Supported
This is the key word.
Stop expecting a rear echelon to suppress and kill multiple squads
In a 1v1 squad situation, volley fire is great.
Its also great for pinning down those sturmpios, when the rear echelon is supported, NOTE I REITERATED THE CONCEPT OF SUPPORTED to you.
As a rear echelon should always be.
Posts: 348
maybe my memory is tricking me but at release they just pinned you instantly which made early game unplayable
You mean like how the MG42 instantly suppresses Allied Units in 1-2 seconds with no ability for a player to pull back before they are suppressed? Then before a nade or smoke can be popped they get pinned?
Of course this is somewhat different but the principle is somewhat the same. The Rear Echelon ability would of been balanced if Relic would of balanced it to only work on the unit selected and make it so the Rear Echelons be static unless the ability was cancelled.
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You mean like how the MG42 instantly suppresses Allied Units in 1-2 seconds with no ability for a player to pull back before they are suppressed? Then before a nade or smoke can be popped they get pinned?
Of course this is somewhat different but the principle is somewhat the same. The Rear Echelon ability would of been balanced if Relic would of balanced it to only work on the unit selected and make it so the Rear Echelons be static unless the ability was cancelled.
If we're talking about pin MG-42 upon release with the bulletin, sure, but RE on release were absurd as you could immediately swap targets. Oh, yeah, it also made Bazookas go rapid-fire in the first few days
On my opinions on Volley-Fire, just removed the Received Accuracy penalty so it's not instant death when using it.
Posts: 128
You mean like how the MG42 instantly suppresses Allied Units in 1-2 seconds with no ability for a player to pull back before they are suppressed? Then before a nade or smoke can be popped they get pinned?
Of course this is somewhat different but the principle is somewhat the same. The Rear Echelon ability would of been balanced if Relic would of balanced it to only work on the unit selected and make it so the Rear Echelons be static unless the ability was cancelled.
I think you mean pinned in this case. You can still pop a smoke nade while suppressed. I haven't seen an mg42 pin in 1-2 seconds unless the squad comes around corner and gets caught really close to the mg.
Also doesnt RE volley only work on the selected unit already?
Posts: 348
I think you mean pinned in this case. You can still pop a smoke nade while suppressed. I haven't seen an mg42 pin in 1-2 seconds unless the squad comes around corner and gets caught really close to the mg.
Also doesnt RE volley only work on the selected unit already?
"Then before a nade or smoke can be popped they get pinned?"
I did mean pinned I even said it in my post.....
RE volley now only works on one unit. However it hasn't been buffed to make it useful - A strum pioneer squad can still easily rush the Rear Echelons while firing and picking off models super fast. The Volley Fire ability was meant to provide them with a ability to even up the odds for a muni cost.
MG-42's can still suppress in 2 seconds at max range 1 second at close - even faster if a bulletin has been selected. Pinning will usually follow in the next burst unless you're lucky enough to get a smoke off - which is RnGesus dependent. I can't tell you the amount of times an assaut of mine has failed because a damned smoke grenade unit take to long to fire while supressed. Suffice it to say - If the rear Echelons were made static for volley fire to work -i.e. movement breaks the ability, I don't see why it can't be stronger at a high muni cost ofc.
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