The RoRe (Royal engineer Recovery Squad) has seen many buffs since it the beginning of the game with the latest becoming available at CP 0 with 5 entities/stens and able to get Flamers. (and vet 1 sten bonus change)
The units still has superior repair speed over Engineer, salvage and smoke grenades and can upgrade with flamer and heavy sappers upgrade.
Now the synergy of this unit with UC has become very good since the UC can be used to drop them aggressively without taking casualties and the can repair a UC very fast.
Imo the combo should be looked.
(edited to add salvage)
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...Against soviets, it's tricky to blob, as you can get wrecked by a good katy barrage. Vs USF and UKF, you can easily; especially since the calliope nerf which put the final nail in the coffin (extremely risky to use) of that commander. Now everyone plays airborne, which can give you that long range firepower + (a big plus) sight to spot those wide-ass-arc MG42/34s, which, on most maps, can lock down entire sectors.
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Are you claiming that Calliope commanders are "dead" and no one uses them?
Do you have anything to back that claim?
Why in your opinion is the Calliope the most durable rocket launcher "extremely risky to use"?
What does that have to do with Grenadiers?
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Do we count Platoon CP cost into Section's tech cost ?
The debate about tech cost has been going for years while it quite simple.
Either one counts everything or nothing.
Platoon command post cost is only connected to bolster. |
the sections cost more manpower, are considerably more expensive to upgrade compared to grenadiers, and grens are more efficient out of cover
the bofors is fucking horrible btw, don't use it as an argument
That is simply because you dismiss the T1 and BP1 cost when it comes to grenadiers.
Try playing a grenadier only opening vs IS opening and see what happens. |
We are not dicussing ost commanders.
We are not discussing commander period the thread is about Pathfinders but that is rather rich coming from you. You brought Soviet commander into this thread but somehow OStheer commander are off Topic. Right...
Stretching the issue so far until it breaks wont help. A commander just in 4v4 games on a faction that is better designed is a poor comparisson to make.
You started and continued the commander dependence thing, not me I have posted about Pathfinders ambulance Scott and mortars. I suggest you return to those things.
A commander being popular does necessarily translates that the faction a weak and need an OP commander to win, it is as simply as that.
Ukf has things making simaler things such as long range weaker, the upfront and total cost is higher to get going, they need to hug cover to even get the max out of their long range. The uc doesnt get 50 vision out of the gate and it cant cap. But the healing blob is to strong i agree.
I have simply pointed the flaws in your theory about dictating the fight. |
You are leaving out a decent amount of relevant information.
not really I was responding to claim that USF need more long oriented infantry.
1. LMG commanders provide only 1 LMG at CP3 to a short range focused squad vs a long range focused squad that is cheaper and upgrades earlier.
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Grenadier can upgrade with 1 weapon, Riflemen can upgrade with 1 LMG +1 BAR
Riflemen are NOT a sort range focus squad those are SMG squads
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Its not like they can do anything reasonable against paths right now
To be more serious, dont think so honestly. Even if we imagine that this theoretical squad is a 5 men gren clone, Ostheer would still have assess to sniper\MG\mortar for gren support and unlike path this squad wont be able to spot them miles away.
There is at least room to balance them out. Maybe they also should cost 290MP, maybe they could be vulnerable in close range, maybe they should start as a 4 men squad with an upgrade to 5 later on, who knows. A lot of reasonable solutions could be found and it already would be better compare to what paths do right now.
The idea that USF need a long range infatry from start to beat Ostheer is flawed and it would creates more issues that it would solve.
Soviet do not have such an infatry and they do just fine. |
Well, one of the main arguments of path abusers is that unlike other long range options, paths are available in early game at 0 CP. Its kinda true, because depending on the map, playing with rifles until 3CP might be problematic sometimes depending on the map.
And USF could beat Grenadiers at long range cover to cover fights OStheer would simply be doomed since they would not able to do anything... |
I honestly would rather see USF having a commander with somewhat more long\mid range orientated inf, proper ones without gimmicks....
2 commander provide LMGs
2 commander provide Ranger
2 commander provide LMG Paras
all suitable for long range fighting, that is 6 out of nine. |
Then what happens with 290mp 4 man squad, high reinforce cost, m1a and scoped m1 garand have conflict profiles, no nade of any kind that super vunerable with any light vehicle, easily get wiped if get caught out of position?
In your opinion are pathfinder OP and misdesinged or not?
As for high reinforcement cost you are actually wrong their reinforcement cost is low in game terms considering it the same (30) with as the 240mp 4 man grenadiers. It should actually be closer to 36.
If your pathfinder are "caught out of position" frequently, although having 50 sight and camo your are probably doing something wrong. |