Artillery officer
Posts: 177
Posts: 881
Posts: 2838 | Subs: 3
...if the officer entity is alive.
Can the officer die? What happens in that case?
Something to note, the squad doesn't have any heavy weapon slots (or at least not enough to pick up a panzershreck).
Posts: 10665 | Subs: 9
Can the officer die?
Yes. It is worth targeting the Colonel, if you see him.
What happens in that case?
If the Colonel cops it, you lose the squad's additional abilities, even if the other members of the squad survive. e.g. concentrated fire, victor target etc so,you have to resurrect the dead Colonel to get back the abilities - I think Colonel comes back first on reinforcement, if dead
Something to note, the squad doesn't have any heavy weapon slots (or at least not enough to pick up a panzershreck).
Yeah. That's a bummer. It's quite fun though, seeing the Colonel helping man a weapons team.
Posts: 172
Yes. It is worth targeting the Colonel, if you see him.
If the Colonel cops it, you lose the squad's additional abilities, even if the other members of the squad survive. e.g. concentrated fire, victor target etc so,you have to resurrect the dead Colonel to get back the abilities - I think Colonel comes back first on reinforcement, if dead
Yeah. That's a bummer. It's quite fun though, seeing the Colonel helping man a weapons team.
lol, and then you'll get another colonel with reinforcements. No sign of officer shortage I guess.
Posts: 102
Actually I like the officer. Its a pretty valid unit and I prefer him over a 3rd or 4th Gren squad whenever I can, cause he is an excellent support unit.
I will give a brief overview to you statswise.
The squad consists as you already mentioned here of said officer and 3 regular Grenadiers (80HP, 1.5 armor, Kar98K). Though having 4 weapon slots the squad is not allowed to pick up weapons.
"squad_item_slot_ext": {
"$REF": "sbpextensions\\squad_item_slot_ext.lua",
[b]"can_pick_up": false,[/b]
"num_slots": 4
},
The officer himself: has 80HP, 4 armor, Luger P08 9mm pistol.
The armor of 4 is the highest value on an infantry entity. At Vet2 this multiplicates to an armor of 9 (more than a Scout Car) which makes him super resilient to small arms fire (but beware, flame, ballistic, explosive weapons).
Vet for the officer squad is granted at the same rate as Grenadiers (480, 960, 1920). Vet1 ability is the Medkit as for all other infantry.
The squads abilities are as known Inspire, Smoke Artillery and Victor Target (don't remember the ingame name). These abilities are bound on the officer. when he dies the abilities are lost until reinforce (really no shortage on Wehrmacht officers it seems )
"death_actions": [
{
"$REF": "action\\upgrade_remove.lua",
"apply_to_entities_in_squad": true,
"upgrade": "officer_abilities"
}
],
Inspire is what makes the officer such a good support in my eyes.
Cost: 15 munition
Radius: 20
Durarion: 20 sec
Accuracy: *1.15
Reload: *0.85
Cooldown: *0.85
And its granted to ALL allied units inside the radius, not just infantry!
The drawback of the officer is most likely his weapon:
Damage: 16
Range: 0 - 35
Accuracy: 17% - 0.33%
Aim time: 0.5 + 0.5 (before and after, +0.5 near)
Cooldown: 1.4 - 1.7 sec
Reload: 4 - 4.5 sec (every 7 bullets)
It has the same damage and shoots faster than a Kar98K but won't hit that much cause of its worse accuarcy. It's weaker but not that bad at all.
Hope I could help you a little.
Regards
ace
Posts: 2181
So vetting them up seems pretty hard. Very handy unit especially when you have artillery
Posts: 2838 | Subs: 3
They dont have faust and lmg right?
That's correct: no faust, no lmg.
I watched Stephenn stream a game the other day where he used Officer smoke to block the LoS of the Soviet players base MGs and then base-rushed with all of his infantry buffed them with Coordinated Fire. It didn't exactly work, but it was still pretty cool
Posts: 217
The coh2 officer looks more viable than the one guy in vcoh.
Posts: 964 | Subs: 11
Inspire is what makes the officer such a good support in my eyes.
Cost: 15 munition
Radius: 20
Durarion: 20 sec
Accuracy: *1.15
Reload: *0.85
Cooldown: *0.85
And its granted to ALL allied units inside the radius, not just infantry!
How are accuracy calculated?
Such as Grenadier LMG42, accuracy 0.53 (near) + Inspire 1.15.
Posts: 102
Yeah it seems right that the Luger compensates its bad accuracy with its faster firing rate, mainly because of no winddown.
That just enforces my experience even more: its a really viable unit and by no means inferior to a regular Grenadier squad. Sure no Panzerfaust and no Rifle Grenade but better survivabilty and awesome support abilities.
Regards
ace
Posts: 813 | Subs: 1
Problem is to get the squad close enough. What I like to do is to move them up far on the map where I suspect the enemy will be moving or keep their units. I keep the squad hid behind bushes, houses or whatever, let other units scout. When the enemy is advancing, or you found a nice defensive blob, pop the barrage and move the unit to safety. Love it.
Posts: 84
Hey there.
Actually I like the officer. Its a pretty valid unit and I prefer him over a 3rd or 4th Gren squad whenever I can, cause he is an excellent support unit.
I will give a brief overview to you statswise.
The squad consists as you already mentioned here of said officer and 3 regular Grenadiers (80HP, 1.5 armor, Kar98K). Though having 4 weapon slots the squad is not allowed to pick up weapons.
Code"squad_item_slot_ext": {
"$REF": "sbpextensions\\squad_item_slot_ext.lua",
[b]"can_pick_up": false,[/b]
"num_slots": 4
},
The officer himself: has 80HP, 4 armor, Luger P08 9mm pistol.
The armor of 4 is the highest value on an infantry entity. At Vet2 this multiplicates to an armor of 9 (more than a Scout Car) which makes him super resilient to small arms fire (but beware, flame, ballistic, explosive weapons).
Vet for the officer squad is granted at the same rate as Grenadiers (480, 960, 1920). Vet1 ability is the Medkit as for all other infantry.
The squads abilities are as known Inspire, Smoke Artillery and Victor Target (don't remember the ingame name). These abilities are bound on the officer. when he dies the abilities are lost until reinforce (really no shortage on Wehrmacht officers it seems )
Code"death_actions": [
{
"$REF": "action\\upgrade_remove.lua",
"apply_to_entities_in_squad": true,
"upgrade": "officer_abilities"
}
],
Inspire is what makes the officer such a good support in my eyes.
Cost: 15 munition
Radius: 20
Durarion: 20 sec
Accuracy: *1.15
Reload: *0.85
Cooldown: *0.85
And its granted to ALL allied units inside the radius, not just infantry!
The drawback of the officer is most likely his weapon:
Damage: 16
Range: 0 - 35
Accuracy: 17% - 0.33%
Aim time: 0.5 + 0.5 (before and after, +0.5 near)
Cooldown: 1.4 - 1.7 sec
Reload: 4 - 4.5 sec (every 7 bullets)
It has the same damage and shoots faster than a Kar98K but won't hit that much cause of its worse accuarcy. It's weaker but not that bad at all.
Hope I could help you a little.
Regards
ace
+1 cheers, and thanks
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I don't really understand the ability all that well in general. I only remember how it works for the British officer in opposing fronts.
Posts: 85
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