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pathfinders did they useful?

2 Oct 2018, 23:32 PM
#21
avatar of Lago

Posts: 3260

I'm fairly confident it's the other way around. I could be wrong.
2 Oct 2018, 23:53 PM
#22
avatar of LemonJuice

Posts: 1144 | Subs: 7

jump backJump back to quoted post2 Oct 2018, 23:32 PMLago
I'm fairly confident it's the other way around. I could be wrong.

ABPF have 2 rifles IRPF have 1
3 Oct 2018, 00:01 AM
#23
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post2 Oct 2018, 22:39 PMLago
1CP would be good for any other faction, but USF pretty much has to deploy their whole mainline force up front. If I go Airborne I find myself getting the ambulance early again so I'm not floating manpower, which delays teching further.

A good solution would be to tie Pathfinders to tech so they have a build time. If that build time's a fair bit longer than Riflemen then deploying them off the bat will hurt your field presence.

I meant locking only the sniper rifles behind a free unit upgrade like volks stgs but at 1cp, with paths coming at 0cp like assault engineers. That way you can still have the field presence without them being overly powerful for a unit that hits the field right off the bat.

Whether they come with a build time or not I don’t really have an opinion on.

And I’m certain that IR paths only have 1 sniper rifle in exchange for having the arty ability. Airborne paths have 2.
3 Oct 2018, 00:04 AM
#24
avatar of Mr.Flush

Posts: 450

Airborne Pathfinders kinda suk a$$ for their price. 290 manpower that barely beat a 240 manpower squad. LOS and Stealth are the only redeeming factors.
3 Oct 2018, 00:06 AM
#25
avatar of Lago

Posts: 3260


ABPF have 2 rifles IRPF have 1


Looked it up, yeah I've got it backwards.
3 Oct 2018, 01:44 AM
#26
avatar of CobaltX105

Posts: 87

Combat ability aside, it'd be a big improvement if they could infiltrate via buildings in order to plant beacons behind enemy lines, and actually help set up Paratrooper landings the way they're supposed to. And it's not like they have shock value either, so that wouldn't be an issue.

The idea of lightly nerfing them with Garands rather than the Carbine just so they can support Riflemen at 0CP also sounds like a good idea.
3 Oct 2018, 03:57 AM
#27
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
I recall that their sight is even better than pios. Insanely useful for spotting support weapons without revealing themselves.
3 Oct 2018, 07:17 AM
#28
avatar of Vipper

Posts: 13496 | Subs: 1

I recall that their sight is even better than pios. Insanely useful for spotting support weapons without revealing themselves.

sight for pioneers 42
Sight for pathfinder is 50
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