Assault Engineers are very strong early game, hard but not impossible to counter. Should be toned down a little.
Solution:
- I think their flamethrower should be behind double tech (either LT+CPT or tech upgrade) so they don't become too powerful too fast. I think officer unlock wouldn't change timing of 60 munitions very much. If it does then that's fine too.
- Target size to 1.0, down to 0.9 at vet 1.
Cavalry Riflemen seem fine, although I'm not a fan of the AT satchel.
Solution:
- replace satchel with AT rifle grenade. It would already be unique enough for USF as they wouldn't require vet1 for a snare.
I Have to disagree on both of these points. My thoughts are rather scattered, so i'll try make this as coherent as possible.
AssEngis:
I've found them to still be squishy, and it seems it still remains who can get to cover first (vs Strum pios) and will generally trade down when trying to approach a gren or valks squad.
Its no lie that Strum pios are ridiculously strong close range, and if going by the old patch, Ass engis would still trade down pretty hard. (at least in every engagement I had, which was a considerable number) that is why i feel the extra member was needed, Because again, its a race to cover, and majority of the time I'd lose a member before actually getting to cover.
Locking the flame thrower behind two tech walls is not exactly an effective fix, behind one tech wall-maybe, so it scales like battle phases for OST, and still comes online to deal with Volks and Strum blobs or defensive emplacements.
They have access to limited AT, and are commander locked (unlike their German counter parts). Armor company, even after the rework is still average at best. It is my belief youd only choose armor company if you're ahead, as to keep the advantage using the M10s, which unless massed- wont do much to anything above a P4, which is how it should be, and how it historically was.
The vet bonus for the extra man is an interesting concept, They actually tried it in the prepatches. At first it was a vet 2 bonus, then Vet 1. they're simply too against a variety of other units. Although I wouldn't necessarily mind if it were back to a V1 bonus, I do enjoy them as they are now.
However, If they were to go back to being a vet bonus, Id like the vehicle crews increased rate of vet to include assault engies, that way we could have a 4 man squad (to solve the main issue) with increased vet gain so we can still access the extra member a little faster.
Cav Rifleman:
I have to strongly disagree with the rifle nade over the AT satchel. Rifle grenades (I've found) are probably the most unreliable AT nade in the game. It will rarely disable an engine, can be bounced (quite often), and deals a somewhat modest amount of damage (if it connects properly). I'd honestly be happy if they kept the satchel, nerfed the damage, and still reliable engine crits.
Keeping in mind, Our AT options are actually rather limited as it is.
Lets be honest, Zooks are godawful (but slowly getting better)
Out AT is locked behind T2
M20 Mines are good, however I'd rather get a stuart.
the Stuart DOES have a target engine block, and A vehicle button, so I guess you could count that as AT, however both are surprisingly expensive, and one requires to get super close to an enemy tank.
Just thought I'd clarify, I'm not dissing your opinion/view, just stating mine