Dat pet owl.
I really need to meet that guy. That owl is incredibly cute. |
This ability is one of those "all or nothing" deals - if the enemy doesn't have anti-air available, then it completely destroys him. If he has even one flak gun available, there's 240 munitions down the toilet. |
I'm no stat expert, but I'm fairly certain it will increase accuracy across the board for all units against all units - so yes, 15% accuracy against retreating units.
And no, the OH Artillery Officer doesn't increase rate of fire - just accuracy. Although I think the OKW Sturm Offizier increases rate of fire. |
Wait, what exactly do you mean here? The DPS of a bar is the dps of a bar. It doesn't matter which squad you pick it up with. It's a bigger dps increase to put it on an RE than it is a rifle because a garand has higher dps than an m1 carbine so you lose less by replacing the carbine.
A percentage increase in DPS doesn't make up for the fact that putting a BAR on Riflemen will get more DPS out of them than putting them on Rear Echelons. They might do more damage percentage-wise, but the DPS they do is effectively...unchanged.
Ive had them fight in a short range from a ambulance and a fighting hole, I put a squad in the hole with the MG upgrade. My two other squads engage the enemy while my 4th swaps in with hurt squads, Once they reach vet 5 they can hold there own.
Erm...an ambulance? And Vet 5? One is plain stupid, the other is just wrong. I have no idea how you manage to get an Ambulance to the front lines, let alone get close to the enemy, without having it blown up. Those things have no armor and 160 health - one AT gun shot or a short burst of fire from pretty much anything will destroy it. |
In order to make them worth it they must be a sizeable upgrade for rifles. And when they are that means that RET with these upgrades will be able to out DPS and win for cost against squads they shouldn't be beating.
The DPS for picked-up weapons varies with the amount of Manpower the unit that picks it up. For example, Riflemen that cost 280 PM with BARs will do MUCH more damage than Rear Echelons with a BAR - REs cost 140, just half that, and thus will do less damage. Withs BARs in the poor state that they're in at this moment, the "upgrade" will be nothing more than 60 or 120 wasted munitions.
(which, by the way, is why Bazookas on REs are somewhat effective - they don't lose damage per shot)
And, by the way, don't expect the Rear Echelons with M2 Carbines to become absolute murders on the battlefield - they're still only engineers, and with the M2s, are comparable to Pioneers. Slightly less DPS per models, but has less DPS drop-off at range (pretty much uses the Assault Rifle weapon model). Nothing too OP, it just allows they to become effective at something.
@DakkaIsMagic
Really? The REs for me drop like flies when they try to advance on the enemy. And when they stay put, they just get out-DPS'ed by everything else on the battlefield. And Fighing Position, as stated before, are built like a house of straw and, unless the RE is Vet 2 with 5 men, will get 1-shotted by ANY explosive if it lands inside of the position. |
They become somewhat good infantry squad if you have munitions to arm them with m1919s for example. Also they can build tank traps which provide green cover and hard to destroy. I don't think they underperforming.
Eh, I tend to stay away from Tank Traps - far as I can tell, Panthers and Brummbars still just crush them, making them worthless. M1919A6s also require a doctrine, so that's not always going to be the case, although if they do get M1919s, they do get fairly effective, but hey, so does anything else that picks it up. And I'm not about to put 120 munitions into a squad that's very liable to perish quickly.
They get FREE grenades from fighting pits and get a free fifth man at Vet 2. They are REAR echelon troops, they are not supposed to assault, but fortify and lock down areas behind the lines. They are also the cheapest infantry in the game I believe, they are fine.
Yes, free grenades that, first of all, requires them to be inside of a Fighting Position, and second of all, makes them EXTREMELY vulnerable to counter-rifle grenades from Grenadiers, which will literally wipe the squad 100% of the time unless they have more than 4 guys. The grenades also do 40 damage - half a soldier's health pool. It's a niche tool that can come in handy with accurate ranged support, but it needs positions that can be easily defended.
Cheapest infantry, yes, but also the most worthless infantry in the game. Taking into consideration the USF's Vehicle Crews, there's literally no reason to get them except to get Minesweepers - which in an of themselves makes them worth getting, but not for any other reason I know of. |
So, I'm fairly certain we all know that the USF Rear Echelons are possibly the worst engineer unit out of all the factions. They lack any combat abilities, unlike both Axis engineers (who can handle combat fairly easily), lack anti-garrison without having to build a pit of death (unlike the vanilla armies' engineers, who can get flamethrowers), and lack any explosives whatsoever, unlike EVERY OTHER engineer in the game.
My suggestion, although feel free to object to it, is to arms all the Rear Echelons with M2 Carbines upon reaching Vet 2. It's effectively an automatic upgrade compared to the M1 Carbine they have right now. Gameplay-wise, they should become reasonable assault troops, better than all the other engineers (save Sturmpioneer) in combat duties. History-wise, troops were able to field-modify M1 Carbines to make them select-fire with a kit that was handed out. A few made it to Europe by the end of 1944, so that's covered.
Comments on this? I personally feel that this could make up for at least some of the shortcomings of the Rear Echelons. |
Thread: Alliesl14 Oct 2014, 01:02 AM
These threads seriously need to stop. Just because more players are searching a particular faction DOES NOT mean that faction is OP. If you have a legitimate concern regarding Balance then say so. But this statistic proves absolutely nothing apart from more people are preferring to play axis (also, this only applies to team games).
I play both Team games and 1v1s and I can tell you quite often there are more Allies searching than Axis in 1v1s. What does this mean? That more allies players prefer to play 1v1s then Axis at the moment. That's it. If you have something to say about balance then say it but again this shows absolutely nothing.
I can post screenshots of Allies searching at 100% as well. Again, it proves nothing.
I'm sure this entire thread proves something.
http://www.coh2.org/topic/24745/win-lose-ratio-from-15.9.--25.9.2014-much-more
Across all gamemodes and win ratios, the Axis, more specifically the OKW, are in the lead. And the 4v4 win ratio for the Axis, 90%, is just plain scary. |
Their hands are glued to their weapons, therefore they cannot pick up anything.
Since they were changed with the last patch it seems fair to make them able to pick up dropped weapons.
If anything, I consider the change a massive buff - that G43 scoped rifle insta-kills entities under 70% health - much, MUCH better than the 40% health the USF Pathfinders do.
Regardless, I don't think they need to be able to pick up weapons - they're pretty powerful as-is. Although the bug with not being able to pick up non-weapons like Medikits should be fixed. |
I did notice a "No Mod" area under the Options menu - only briefly, and at the very end of the stream. I suppose that means the obvious.
I don't have a screenshot, but anyone who was at the stream probably noticed it after the explosion of comments for it. |