Yeah fair enough.
replace starting unit from strumpio to volk
assault engineer cp 0 -> cp 1
FAIR
Posts: 810
Yeah fair enough.
Posts: 17914 | Subs: 8
replace starting unit from strumpio to volk
assault engineer cp 0 -> cp 1
FAIR
Posts: 3053
wow you just turned my argument in a idiotic speech... was that neccessary?
But no, i dont agree with you in this. ST is a doctrinal, quite expensive, assault gun, a single shot, rather slow to shoot, not to mention way too obvious where its aimed to. We all know that already.
If you stack up a single TD and a snare, you need to call 911 to rescue it from certain death. Yet a single TD poses 75% of the threat already, you cant kill it with ST and they will bring it down if you dont fall back immediatly. I use it everytime with vision blockers and its quite micro intensive to use it, just because it cant use its frontal armor as a proper shield.
My point is, as an assault gun it does its job quite underwhelmingly.
edit: Considering its cost vs a Pz4 or Panther it should give some benefit rather than being a "blob killer"
Posts: 1044 | Subs: 1
I think Assault Engineers should stay 0CP and 5 men so USF can keep a healthy alternative (aggressive) opening, as diversity = fun. 4 men was too ineffective to be viable.
Locking flamer behind tech and moving 0.9 RA into vet1 should make them manageable enough early game if Axis can set up some favorable engagements, while still being very strong in ambushes (just like Sturmpioneers).
Hey,
When I look at your numbers, I can't see that pathfinder are worser than grens. You think they are UP?
I agree pathfinder spam vs okw JLI is not gonna work. BUT when you play vs wehrmacht, they are very good.
Reason:
- Cloak in cover ( vs sniper)
- Giving long LoS ( spot mg42)
- Don't underestimate the crits "headshots" from them.
- They earn very fast vet imo
- Don't forget to build this thing with them. You can build 3 of them and they are useful.
I personal think the problem is: vs OKW they are UP - fine; but vs Wehrmacht they are fine - OP.
Posts: 2358
Posts: 1002 | Subs: 2
Whats your opinion on making their reinforcement cost a bit cheaper? 30 Feels a bit much for a 5 man squad.
Yeah fair enough.
Posts: 1044 | Subs: 1
Refer to:
Posts: 310
Units available before minute 1 should be balanced around mainline infantry (grenadiers optimally), most mainline infantry have access to weapon upgrades.
That creates the issues that CP 0 call in units are either too strong when they arrive are to weak in mid game. By allowing weapons upgrades also one can adjust their power level according to the time frame. This does not have to be side tech.
In the cases of assault engineers having many flamers units burning everything is problematic.
What's really wrong with it? It's a good way to be able to balance early units by delaying their weapon upgrades without having to make said upgrades more expensive. More expensive upgrades would create disbalance between costs across factions (why should Assault Engineers have to pay more for their flamethrower than other factions while it does the same) and they would be a nerf the unit in all stages of the game (as replacing a unit becomes more expensive) rather than just delaying their early game power spike. Tying upgrades to tech has several major advantages.
Posts: 3166 | Subs: 6
And for comparison, Assault engineers are an OKW ripoff. They get a flamethrower but it's not compared to the 4 ARs Stumpioneers have. Assault engineers will still drop like flies.
Posts: 2358
They have practically the same RA (SP 0,87; AE 0,9), but 5 models and higher near range DPS (SP 64, AE 67) as well as longer range for near DPS (SP 3; AE 10). They have higher on-the-move accuracy/DPS (SP ~50%, AE ~66%). They cost 280MP as opposed to 300MP. They get the flamethrower as a stock upgrade. They have better combat veterancy and lower requirements. They face Kar 98K mainline infantry as opposed to M1 Garands.
How exactly are they worse than Sturmpioneers?
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Posts: 366
I wonder where people get this idea from that the KT with panzer commander is a good unit. I tested it and it doesn´t help in any significant way. The weaknesses of the KT are scatter, high penetration and range TDs and bad turret rotation. Giving it slightly more sight doesn´t fix that. And the 10% accuracy don´t matter in infantry combat because in order to kill infantry, scatter and AOE are what matters. The arty is decent to deny an area (for example to cap a VP while KT sits behind it) but that´s not enough to make the KT viabe.
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