Riflemen field defenses
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I completely agree. I've been working on improving my USF play. One of the perks of going a commander with Field Defense is the ability to plant mines. Especially with riflemen as their mine seems more powerful than RE's (not sure thats backed by stats or not). I have noticed my riflement get caught mid plant a lot more than my engi's. I mostly play 4v4 so there are more units on the field in general. However I'm open to and would like to hear the logic on why it should take longer for them to plant their mines. Esepecially to my knowledge they are not stronger than Wehr/soviet mines.
I think they take longer to plant because you usually have 3/4 rifle squads as opposed to 1 engineer squad. But in my opinion mines should not be available on mainline infantry to begin with, thats why i created this thread. Sadly seems like people dont really care about improving badly designed and overcomplicated abilities in usf faction.
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/thread
Posts: 528 | Subs: 1
"Riflemen" field defenses, therefore they're on riflemen. Can't be fast plant time otherwise they'd be spammed.
/thread
So its just because of name? Good, now all we need is to change name to "field defenses" and we can make this ability good.
Posts: 36
Infantry Company and Heavy Cav Company are muni sinks in themselves with whitephos from the mortar HT's LMG's, Thompsons on rangers and combined arms. This isn't a bad thing, it's just play styles.
Of course the beauty of coh2 is that there is a choice, I could spend 120 munitions on four mines or I could double BAR, or I could save for ToT or combined arms.
Armour Company can build mines at regular speeds (yes they are engineers, so that makes sense) and yet unless you build 3 or 4 As.Engi's and bank a lot of munitions you still are not spamming mines (depends on what you constitute as mine spam I suppose).
Soviet defensive Doct, and Tank hunter Doc CAN spam mines, albeit light mines which aren't generic (unless you build a field of light AT mines and put a flare in the middle, that's great fun).
Finally, I'm beginning to wonder if the extra deploy time is residual from when riflemen could plant the light mines (not generic m7's) because even with this delayed deployment they could still be installed quickly. Where as the m7 has a default longer deployment time and now there is the multiplier on top (theory crafting however, I have no proof)
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Posts: 1890 | Subs: 1
"Riflemen" field defenses, therefore they're on riflemen. Can't be fast plant time otherwise they'd be spammed.
/thread
Agreed but I would add that I think 3X is still a touch too long. I think it could be reduced somewhat without becoming too toxic but not at Engineer speed - there will always be munitions gating and actively forgoing BARs if you really wanted to spam mines. Either that or reducing the plant time and making them AI only or limiting the model kill to 1 or something for a cost reduction.
Posts: 4183 | Subs: 4
So its just because of name? Good, now all we need is to change name to "field defenses" and we can make this ability good.
We don’t change ability names. Thus we’d be creating new abilities.
Posts: 528 | Subs: 1
Posts: 36
Posts: 543
"Riflemen" field defenses, therefore they're on riflemen. Can't be fast plant time otherwise they'd be spammed.
/thread
Defensive doctrine's s-mine planting volks says hi and exclamate "Deutschland uber alles!"
Posts: 4183 | Subs: 4
Defensive doctrine's s-mine planting volks says hi and exclamate "Deutschland uber alles!"
? Fortifications includes that? The point is, Volks s-mine spam is aids to play against, people don't want more aids things to play against. They just want their faction to be the one using the abusive crap.
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Speeding up the time wouldn't be gamebreaking, but it'd let Heavy Cav and Infantry companies lay down a lot of mines pretty fast.
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