Rifle sight range from 35 to 38
Posts: 1891
Posts: 67
You know, if Forward Observers worked correctly
Posts: 1891
The reason imo USF could use the mild boost is because managing model losses early game is just as important for them as it is with the UKF, only the USF only has Rifles and REs. plus, the nature of the faction demand they play aggressively.
Posts: 55
Posts: 1891
Use REs/pathfinders to screen your troops.
I get what you're saying, It's good to occupy key buildings early with REs to see what the other guy is doing but anything more than two REs is just not viable outside of cheese imo, and using cheap troops as scouts is bad for MP and popcap. To balance the additional 3 sight dialing received acc to .98 or .99 could be fair I guess.
Posts: 55
Ideally, the first volley should be directed at REs. RE losses is better than losing your expensive 28MP Rifles. And retreating your REs due to an MG is better than retreating your Rifles (and thereby reducing your field presence).
Posts: 2470
offering doctrinal units as a solution is stupid, both because they're not available to all doctrines and because each faction should have all the tools it needs in the core set.
personally i'm not sure giving them extended sight range is the right course of action, i want USF to have a mortar in t0, but it would go a small ways to mitigating the boorishness of the USF opening.
Posts: 1072
If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.
Posts: 552
This is what Recon Company is for.
You know, if Forward Observers worked correctly
If Recon was a viable commander in any game mode.
Posts: 2470
You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.
If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.
pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.
Posts: 3602 | Subs: 1
You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.
If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.
Can you remember us the pioneer vision range?
Posts: 444
Posts: 290
ps. Grens cost 30mp, just so you know so losing members on axis side is equally devastating and their tech don't give free squads
Posts: 1930
pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.
the pio pay for that sight. slow repair speed and weak combat capability. At least the RE repair fast.
Posts: 468
the pio pay for that sight. slow repair speed and weak combat capability. At least the RE repair fast.
I thought both the pioneer and rear echelon repair at the same speed until both hit vet 2. At vet 3, RE will win with 5 man repair.
I also thought the cost was the same now... 200 and 200. So for same price, one gets more vision and one has non-doc flamer, one has doc flamer. Difference in vision as well.
Posts: 1930
RE have access to bar, bazooka, (and m1919)
Posts: 1096
USF early game play revolves around Rifles capping the map and harassing the enemy until an officer is teched, and USF support weapons are in a slightly weak spot. Slight increase to Rifle sight range makes outmaneuvering enemy squads early game less dependent on intuition and map knowledge so you can reliably line up flanks and harassment if you have good positioning and quick micro; improving Rifle sight slightly is an indirect buff to the .50 cal and AT gun.
Maybe give RE an 'observation' or 'observation post' upgrade, like...binoculars or an unarmed 50MP outpost with a traversing sight?
just random ideas but tell me what you think.
Posts: 3103 | Subs: 1
Posts: 62
Edit: if you want to see the power of rifles and how to utilize them, check out DevM's guide
a sight increase would allow them to nullify MG42s, which is seemingly the unit, that keeps Ostheer together.
Posts: 1072
pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.
If we are assuming the enemy has pios supporting the HMG then we can also assume REs supporting the rifles so you can use them to scout. Also, sight on non combat units is different than on terminator riflemen.
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