Yep, I feel that would no benifit USF theme. Even the campaign took part in the battle of Bulge, RE unit was on the frontline in the first stage of battle. They fought well indeed.
RE is a kind of harden troop, not pure enginner through |
As title. Unlike orther engineer units, RE hadn't any fight power because:
- ACC is too bad even in CQC.
- Supressive fire ability is unpredicted.
- tank trap is questionable green cover. You had to make 2 and pay more time to wire than normal sandbag.
- Re's Vet. And that is a most important part:
+ Vet 1: +20% acc, Vet 2: -23% received acc, -20% weapon cooldown, vet 3: 5 mens squad.
That why RE actually work best with doctrine weapon like M1919, Flamethrower and rifle nade. Giving it BAR is a choice but BAR wouldn't give RE enough firepower until it drop all of model. Zoo RE in another hand is safe solution ...
My build for RE follow by those commander: Tactical Support, Rifle Company, Infantry/ Urban company.
EARLY GAME:
- RE - RIFLE - RE - MORTAR > Officer.
+ This army should give you enough fire power - flexible manpower bleed to fight against WeH 2 MG openning, OKW kubel spam. If not then run away. 20 mp per model is really cheap compare to 28 mp for rifle. During this state, mortar barrage is your fire power source. I know USF mortar is trash but it is tier 0 so why not use it ?.
+ Depend on how your team handle Ammu point. If thing gone wrong then Capt is the best solution.
After First Officer to Mid game:
- Ambu - Rifle/tech up - M20/second Officer - Weapon support - Troop replacement.
+ At this time, I would pick Commander depend on map, too open ? > something with M1919, map with shotblocker and Shock value > Flamer RE, Cover to Cover map ? > Urban .
+ Bringing ambu to the field is always approved. Every enemies model drop is a win especially against Flamer RE. You better master Flamer move trick.
+ Thanks to crews, RE is free from repair duty. That why I recommend Go 2 or 3 RE ( 1 for minesweeper ). If you dont care about lose 40 mp for 1 mine then use RE as a minesweeper himself. Always make tank trap, RE love green cover more than anyone. 2 Re with Flamer could 2 Shot K.O a squad, like I said, 20 mp is cheap.
+ Rifleman, Officers become supportive fire and flanking unit as it intented. I am not a fan of the horde rifleman charging in muti front at all because it always stressful and big mp paytax if you fail.
+ M20 is the most important unit, It give you intel, where is enemies MG location, view for accuracy mortar barrage and MIGHT M6 mines. Keep it live to whole game is a key of my build.
13 MINUTES MARK TO LATE GAME: LIKE VERY BORING USF, go m36 and calliOP/ m7 priest or git gud.
honestly I am the only guy go with Ez8 in 2v2, i guess.
Also BAR RE is bad since:
- RE still lose at long range.
- RE still cant trade properly in mid/ close range.
- RE is terrible fire on the move.
Every idea is welcome beside cherry pick comment.
Cheer. |
USF is best beginneer faction, OKW is second
the point is: USF, OKW would provide a good early game, basic MG,ATG, indirect fire and helpful tank right on the timming.
As newbie, they tend to A move alot so let them A move. Exp through combat and advices improve them later. |
Thread: Help16 Dec 2021, 01:40 AM
Relic server wont let you in, that all. |
as far as I checked, APCBC ability is simple give JT new weapon - shell profile (?).JT cant track target through shotblocker by itself as intended. That why player need to directly click on target in order to fire the first shot, Pak 43, 17dpr is different unit with special mechanic.
Changing ability for more friendly user, I had to said no. It would let JT become A move pak 43 by reducing alot of mirco.
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Well, To OP. OKW Lefh should have HEAT barrage.
+ HEAT barrage range is 80% compare to normal barrage to avoid sniping base buildings.
+ 3-4 shell per barrage. Fast projector.
+ Very small AoE, high pen.
+ scatter is same at Jadtiger HE barrage.
+ Damage cap at 200-220 damage.
+ Cost 40 ammo. sharing cooldown with normal barrage.
That is my idea but still, OKW Lefh stayed on 2 well rounded commander. Lefh + sector assault/ zeroing arty + King Tiger push is super lethal..... Right now, airburst shell barrage could hold enemies stay on ability zone and force them mass retreat.
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For those who have not read this thread carefully the post is talking about make the behavior of the abilities consistent not performance.
It about how one uses the ability.
If it was about performance it would be asking for the reload penalty to be removed.
A player is not in anyway aware that if he gives an order to attack at target in the first second of activation the unit will try to move to position of clear line of sight. This make the ability confusing to use.
How a 17p and JT compare is irrelevant so is weather JT is strong or weak.
No, this is player mistake. not game mechanics. |
Just Dont....
by doing that, JT become Pak 43 on wheels, 3 shot = 1 tank. |
What I find odd about this ability is that, opposed to other HE shells, it has obscenely high pen and AoE pen (same as the regular AP shells). This means it can quite reliably outright destroy support weapons instead of just decrewing them. It's also surprisingly effective vs armor (if you manage to hit, that is) for that reason, although each shell will only deal 160 damage.
I don't think the barrage needs to have that high pen values as it should primarily be an AI tool. However, playing around with it I noticed the shells don't seem to have a proper animation for deflected rounds (shell just disappears w/o sound or visual FX), so maybe the almost guaranteed pen is a poor-man's fix for that?
Based on https://coh2.serealia.ca/#147 , Wonder why Jadtiger HE barrage had 520 pen ?. That mean if a heavy tank stay in barrage area. It would take full damage from 4 shot ( if all of them hit target) ?.
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From the basic of ability, there are already different. That all.
Compete between skil shot and barrage is stupidly nonsense, please back to Jadtiger.
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