Combat Engineers and its current state
Posts: 301
Combat engies are not designed to be combat effective units:
- 4 men squads.
- They still use the old conscripts mosins: Low accuracy/high damage.
- Really hard time vetting.
- They don't get RA (recieved accuracy) with vet.
They compensate this with a lot of utility:
- Standard wire.
- Generalist mines.
- Sweeper and Flamer upgrades.
- Flares and Demos for cheeky tactics.
Of course, soviets builds have bigger problems with conscript limited scaling (without docs) and the worst mg of the game. But I think something could be made to bring CEs on par with the other engineer units, taking the precedent of pios geting buffed to improve their lethality (which was needed specialy against usf rifles)
Posts: 13496 | Subs: 1
There is general consensus that soviet combat engineers are the worst starting unit of the game in a meta that revolves around early agression and infantry heavy builds.
.... But I think something could be made to bring CEs on par with the other engineer units, taking the precedent of pios geting buffed to improve their lethality (which was needed specialy against usf rifles)
They are also the cheapest engineer unit.
I wouldn't say it is hard to vet them get them flamer and merge during combat, pios are probably harder to vet.
What could be changed would be keep DPS the same but lower damage for more accuracy.
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Posts: 607
Other than the counter-intuitive nature of them costing more to reinforce than conscripts, but then I get why making them a 6man squad would be a bad idea.
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All the different engineers are good in their own unique way now, they're all pretty balanced. I would have said Royal Engineers were the worst before they added the snare to them in the last patch. You need to factor in more than just raw combat performance.
Posts: 1484
Posts: 17914 | Subs: 8
170 MP is great for a minesweeper unit and repair engineer.
Well, they aren't really great repair unit unless vetted.
Vet2 sweeper will just not happen.
CEs do not need much, weapon changes repeating the ones of cons could be sufficient.
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Posts: 13496 | Subs: 1
IMO minesweeper upgrade (same for other factions) should enable shared veterancy.
I would prefer XP awarded for building things that cost like mines, bunker, fighting, positions...
Posts: 17914 | Subs: 8
IMO minesweeper upgrade (for all factions) should enable shared veterancy.
That's not half bad idea, however I would limit it to EFA only.
WFA and brits do not really struggle with vetting their engies and spios can just put sweeper away.
Posts: 3166 | Subs: 6
I would prefer XP awarded for building things that cost like mines, bunker, fighting, positions...
That doesn't really work well for team games though, as bunkers and mines and the like become essentially useless to build late game with tons of (rocket) arty flying around blowing everything up. It could come as a bonus on top of shared vet though.
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Posts: 600
"theyre rendered useless by howitzers" - for those this does apply
Posts: 571
I suggest using Kasarov's idea of actual real "Combat" Engineers which use the Shock Troops' body armor and helmets and perhaps the Cons' rifles together with Conscript PPSh package.
The PPSHes must be time locked though, otherwise a psuedo shock-troop with flamer driving around in a M3 would be disgustingly broken.
Posts: 150
Posts: 2243
Posts: 3145 | Subs: 2
The PPSHes must be time locked though, otherwise a psuedo shock-troop with flamer driving around in a M3 would be disgustingly broken.
No I mean the Conscript PPSh package which gives the PPSh upgrade to Conscripts can also give combat engineers an upgrade to shock trooper body armor because I also do believe that they'd be OP with a flamethrower and PPShs altho they could be made into exclusive upgrades or something.
Posts: 323 | Subs: 1
He ain't called combat engineer for nothing MVGame
Posts: 3602 | Subs: 1
Ce is fine, i would like to see 100 Man CE squad bug tho, that would be hilarious
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