I&R Pathfinder Suggestion
Posts: 334
So I&R Pathfinders are unlocked at 2 CP and cost 280 MP for a three model unit. They are a fragile recon unit that can call in an effective quick-strike 155mm arty barrage. And that is essentially where their utility starts and ends.
So my suggestion is to add the "Assassinate" ability to them from AA, alongside a single scoped M1 Garand so that this ability can be used. This Assassinate ability is a single shot that kills one model of your choosing, and could cost 10 or 15 muni with a 15-20 second cooldown (up for debate). This would grant them more utility and give USF a makeshift marksman. It might even entice more Recon Company usage.
Thoughts?
Posts: 521
Posts: 3602 | Subs: 1
Posts: 444
They have the best arty in the game, for only 120 (?) muni.
Which comes the earliest of all other arties in the game.
The I&R pathfinders are fine, the Airnorne Pathfinders on the other hand are not. They should spawn out buildings and maby that snipe ability.
Posts: 334
first thought, useless. the commander is simply good for trolling (which I like) but honestly that's all.
Thanks for your pointless comment.
Posts: 334
They're actually cheaper, not sure by how much, but by (khaled) ALOT.
They have the best arty in the game, for only 120 (?) muni.
Which comes the earliest of all other arties in the game.
The I&R pathfinders are fine, the Airnorne Pathfinders on the other hand are not. They should spawn out buildings and maby that snipe ability.
I disagree. Airborne Pathfinders are fine, but I&R Pathfinders are not. The only advantage the I&R arty barrage has over a doctrinal 155mm barrage ability is timing. I don't think many would complain if the (crappy) Paradrop ability was replaced by a 155mm barrage lol.
IR Pathies need more utility. Adding this ability would do just that.
Posts: 3602 | Subs: 1
Thanks for your pointless comment.
What are you hoping for with a snipe ability on a recon commander? Are you really sure to make the commander more appealing? not at all. Who is going to use a commander just to have a sniper mode on a 3 men squad. Or it will be OP and nerf a month after release or useless on a not less useless commander.
Sorry for hurting your feeling.
Posts: 334
What are you hoping for with a snipe ability on a recon commander? Are you really sure to make the commander more appealing? not at all. Who is going to use a commander just to have a sniper mode on a 3 men squad. Or it will be OP and nerf a month after release or useless on a not less useless commander.
Sorry for hurting your feeling.
It wouldn't do any harm. Giving Recon Company anything at this stage is a plus.
It seems like you are just disagreeing for the sake of it.
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Posts: 455
So USF's Recon Company is widely regarded as being very lacklustre. While that is a discussion fit for another topic, I just wanted to share a small suggestion on how to make Recon more enticing by giving I&R Pathfinders more utility.Reminds me of the infantry sections in vCoH where the could upgrade to a recon element package that allowed them to have a 'snipe' ability.
So I&R Pathfinders are unlocked at 2 CP and cost 280 MP for a three model unit. They are a fragile recon unit that can call in an effective quick-strike 155mm arty barrage. And that is essentially where their utility starts and ends.
So my suggestion is to add the "Assassinate" ability to them from AA, alongside a single scoped M1 Garand so that this ability can be used. This Assassinate ability is a single shot that kills one model of your choosing, and could cost 10 or 15 muni with a 15-20 second cooldown (up for debate). This would grant them more utility and give USF a makeshift marksman. It might even entice more Recon Company usage.
Thoughts?
Posts: 1891
I think that the ability your describing would be nice for the Airborne Pathfinders though.
I love that your trying to think of much needed buffs for Recon company, but I think those buffs should be to the Gayhound, forward observers, and the retarded paradrop ability. (Although double zook paras behind enemy lines have won me one game.)
Posts: 2470
Posts: 1890 | Subs: 1
1. Sufficiently long cool-down
2. Don't work on retreating units or has a pretty low success %
Why? Because it would lead to cheesy squad wipes where you have I&R pathfinders constantly picking off the last models on retreating squads.
Personally I like the Airborne Pathfinders as they are now - I'd much rather have a free passive ability that works some of the time and frees up Muni for those delicious Paratrooper upgrades.
Posts: 1585 | Subs: 1
Also for 280 MP you are losing a rifle squad, and you are getting a squad with very little utility outside of an OK arty ability.
This unit and commander need to be seriously overhauled. What is the use of the Greyhound again?
Posts: 2115 | Subs: 1
Instead, why not just give them criting rifles like regular pathfinders. I don't understand the flavor difference. They are lesser versions in every way so they could just be outright replaced. Their off map could be added simply as a commander ability to replace them.
Also for 280 MP you are losing a rifle squad, and you are getting a squad with very little utility outside of an OK arty ability.
This unit and commander need to be seriously overhauled. What is the use of the Greyhound again?
trying to make canister shot work again...
its just not the same it used to be
Posts: 609
Posts: 243
...But honestly I would take If they just buff or fix The Beacon.
-Support weapons crewed by paratroopers should able to reinforce inside beacon influence.
-I'm not sure that paratroopers gets their accuracy bonus. No indication?
-If they really are getting that aura buff, I think all support weapons which crewed by paratrooper should get that bonus aswell.
-3 Beacon points -which creates triangle- should give minimap vision inside their triangle area. Just like in VCOH.
Posts: 2561
Buff their camo, so they can remain camoflauged while moving and increase the range of their artillery so they don't have to expose themselves everytime to use it.
Then you can hide these guys all over the map and keep LOS on your enemy all the time. That's basically how I use them now, they just need to be a little better at it.
Posts: 55
Some changes:
>IRP remains in camo while moving, like the UKF commandos (I just realized Omega_warrior suggested this).
>Increase their XP gain from the use of artillery.
Currently, I use them to keep a line of sight and occasionally annoy the OKW players by calling arty strikes/fake strikes on their med HQ just before their troops retreat.
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