It's best to ignore that wehraboo. Just waiting for ullu to come and say that spios lose to echelon.
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Post History of Protos Angelus
Thread: Pioneers vs Rear Echelon25 Jan 2022, 20:30 PM
It's best to ignore that wehraboo. Just waiting for ullu to come and say that spios lose to echelon. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon25 Jan 2022, 13:26 PM
Tested this option 3 times. Rifles won like that 2 times, once won with only 2 models remaining and pixel health. Now I'm quite well aware that this is against all recommendations, charging pios in cover. But in this situation, with green cover being extremely unreliable (well, a lot of 3v3 maps have such unreliable cover for 5 model squads), in a sense that it's impossible to position squad in green cover to trade with pios wihtout being suppressed by an MG42 behind pios, how is this well balanced. This is probably now a gameplay category thread seeing as how can USF win on such maps with echelon + 2 rifles in first couple of minutes against pio + gren + MG42, where one MG42 can lock down 2 whole sectors, meaning that if you have an inferior spawn, you are forced to shift or rely on your ally to win their lane to flank onto yours. Of course, pios DPS drops to 0 the further the enemy is, but rifles are also quite weaker than grens and volks, the further away they are, meaning the MG42 can just hammer away and bleed hp until one squads comes up and forces them away. On this map, and a couple of other 3v3s, green cover is non existent in it's full extent (one model outside of cover or in yellow cover or not covered at all from most angles)... meaning that one MG42 behind those pios makes all assaults impossible. Flanking is non existent and once grens show up, all you can do is just abandon this side for the time being. Of course, that's not a balance problem, but an idiotic map design. Anyway, I digress. I have confirmed as well that if you spend 20 munitions, which in that stage, the first minute... is A LOT... you will win against PIOS hard. They suppressed 4/5 times and won without a single model dropping. That one time was probably a RNG favour. However, my point with these pictures is to show that, unlike other game modes, starting squads and starting firepower is extremely important in 3v3. On most such maps, USF strengths are nullified by the design. Some maps allow you to put the whole squad behind green cover and just trade, while the 2nd squad is flanking or just capping other points, but for some reason, we never got a 3v3 map rework/pool and got stuck with maps that are just horribly designed. Of course, aerafield is right, veterancy bonuses and 5 man with good target size at vet3 is all well and good... but on paper mostly. I've had plenty of REs that got to vet3 with double zooks, but it's still mostly a bleed-fest against explosives (still, 5 man proved to be a saving grace many times, where the squad survived with 1 model after a P4 or tiger hit). To sum up, I do not think that Rear echelons are UP or OP, nor do I think that pioneers are UP or OP. I think that rear echelon could use a small rework, at the cost of the suppressive fire (which could be added to rangers perhaps to justify such a high 350/10 price with 0 utility). Whether it's a slight price/reinforce buff or maybe giving pioneers extra offensive power at veterancy, and reducing their SMG offensive power at vet0, so that they can't just charge and win (spios can do that against anyone but they are 300 MP). I also do not think that any faction is OP or UP (Brits are a shi*stain of a faction, I do not consider them to be a valid faction, they do not exist). What I do think that people should be aware of such small details concerning map design so that future problems are mitigated (COH3). Where having a larger squad can be a weakness in certain maps because they simply don't fit (conscripts have massive sandbags). Balance wise, I highly doubt there will be further patches, but concerning the map design, if any of the designers from COH2 will participate in designing community COH3 maps, they should be aware of the squad sizes/cover lengths. As grenediers are basically conscripts in COH3, they might have a problem of fitting behind cover, so one should pay attention to that so that grens don't end up useless on some maps. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon25 Jan 2022, 10:50 AM
people try to dogde a bullet, as always. RE Spam should not be viable. Anyone spamming rear echelons needs to lose. If they do win, it's the opponents fault. You can go double spios, double pios, double CEs and 3x royal engies in case of Anvil... but REs should never be spammed. Unless they were turned into little Obers, you don't spam echelons, not now, not never. In: COH2 Balance |
Thread: High level Knowledge on Balance - tournament 24 Jan 2022, 23:30 PM
In my humble opinion about USF in x1 mode. for me it's almost mandatory, before going to major, you get the captain and lieutenant build. If you don't hold your own against the P4's with 2 AT and their superiority in light vehicles and infantry early to mid-game, the endgame is unlikely to be turned in your favor with just a poor sherman or an unprotected M36. in fact, if the USF doesn't maintain pressure in the beginning for the midgame, it can settle because turning a USF game in the late game against a good axis player will be unlikely and it won't be worth the mental health that you will wear out with this colossal endeavor. Is it even possible to not go both lieutenant and captain in 1v1s? I mean, you could have the AAHT as a suppression platform, but that is micro intensive and cannot be played aggressively (2 shot dead). You need the captain for AT gun and you need the lieutenant for the MG, and since you need the MG "sooner" than you need an AT gun, going full tech for both is not all too wise... for what? Laughable pak howi and AAHT? USF is the same in every mode, which makes it quite fun to play: Maintain aggression or fall to a steady push from axis. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 20:58 PM
I don't know how you can be this dense. Nobody else can be there because it's a starting unit. Unless you know of some way in which a rifleman will be trained in 1 second so they can run with echelons, please do let me know. Or if you can make rifleman sprint. Are you really this dense or what? Nobody else can be besides a rear echelon because it's the fu***** first minute of the game From my experience, the first engagement of 90% of 3v3 games is between starting units. The 2nd is between grens + MG42 or volks/kubel/fussies. On paper, rear echelon sound brilliant, no doubt. EDIT: Tested out the Combat engineers vs pioneers that charge them, CEs won 3/4 times. Once they lost was probably RNG because unlike other times, CEs did 0 dmg during the "closing-in" phase of pio rush. Still, even though in 1v1 and 2v2 and 4v4, rear echelons losing to basically everything during the starting stage is not all that important given how they do have some usefulness with different builds, but in 3v3, seeing how 3v3 is a mode where you are playing basically 1v1 in each "lane", having a rear echelon lose from a superior green cover and getting displaced by rushing pioneers, before the first rifle squad even arrives to support it... not all that well made. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 19:38 PM
I don't play a ton of 3v3, but for 4v4 I personally just don't see lone REs vs lone Pios very often there. Its much more my full force vs your full force style engagements. YMMV. Well, 3v3 is another story completely because you don't have the luxury of "just" securing regular points. The level of 3v3 games is all over the place. Just last game got this brilliancy of MM. and since 80% of games is basically just MM either screwing you (like in this game), or screwing the opponent (like a couple of games ago, where I played with top 100 against top 5000, won in 10 minutes). So if you don't win your own fuel, you can never count on your teammate winning theirs. Fuel in 3v3 is a priority. My point is that Rear echelons/CEs in Green cover should not lose to pioneers charging across neutral cover. Same as how Pioneers should not lose to rear echelons or CEs or royal engies charging against green cover. Well, they don't lose, but as well they shouldn't. I've tested it once, just after my last game. Combat engineers do not lose to pioneers in that same engagement. Tested it only once as I'm done for today. Basically, CEs do a lot more damage to pioneers on the longer range, and once they are close, they are down to 3 models and low hp, so CEs won that scenario. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 17:30 PM
your mistake was using rear echelon alone. the rear Echelon as a "bonus" because despite everything being a USF support unit it has a crew of vehicles to repair them and doesn't need to build base ever the best function that the rear Echelon has at the beginning of the is to support the marines . using them alone to take one as essential as Fuel is too risky. always have a rifleman capturing next to where the back echelon is capturing and at the slightest enemy engaging a sign of something see the riflemen for support. Please tell me how to make rifles sprint at 200% speed to get to the frontline faster than a pio + mg42. No fu***** sh** sherlock that they are not a mainline unit. That's not the question, the question is why are rear echelon so extremely weak STARTING OUT. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 17:27 PM
Its just a lot of little things. Agreed for the most part except the smoke. Early smoke means early nade tech means delaying the AAHT (at least what I play in 90% of games). Double heavy weapons. Ok argument. My counterargument is that it's only useful against light vehicles --> At that stage you want AT gun and BARs rather than double zook on echelons, otherwise Volks, spios, grens, etc... eat you alive. Later on, as the game progresses, it's sort of an ANTI-DIVE mechanic, given how there are no proper mines in stock USF. You get a couple of zooks on echelons, and P4 dives won't be as free as you'd think. Sure zooks won't pen frontally, but dives usually include exposing the rear. But my main issue is not late nor anything like that, it's the fact that at the start of the game, they can be displaced by another engineer unit that charges across neutral terrain, without actually taking much bleed. Those starting engagements dictate A LOT in teamgames. In the case of Across the Rheine, it means that charging the now entrenched 2 model pio with rifles spells doom, because there will be an MG behind it, and pios have 42 vision, so it's easy to shut down a sector. Not to mention.... Do the same test with rifles charging onto pioneers in green cover, and see how rifles melt (and you'll want to charge into cover otherwise the MG will pin you due to idiotic map design). So you lose control of the sector and possibly the whole fuel/VP point, all because at the beginning, one rear echelon behind green cover, loses HARD against a pio charging it. Of course, in the end, such things are mainly 3v3 and 4v4 problem where pure firepower is the main concern, not the ability to cap other points (which your ally will deal with). Scenario I've witnessed many-a-time: You rush and entrench your echelon into a good cover position on fuel. Rifles are running to help. Pio charges your entrenched position, wins, displaces rear echelon. 2 model pio is capping and behind them is an MG42 locking down a sector, pio spots you first. You can risk a charge, time it between MG42 bursts, you will lose one model of rifles charging pios, but pios will need to retreat, MG42 will keep hammering away at you and by the time your 2nd rifle squad arrives, their grenediers arrive and all they have to do is keep hammering away at a distance since rifles are sh** at long range while MG42 and grens are not == Lost sector (that's what I've seen each and every top 100 OST player do, on 3v3 maps as most of them are lane-y. Not to mention that on most 3v3 maps, space to flank is non existent and pios 42 starting sight secures them the early oppression if they are not sloth-like in rotating the MG. I would improve rear echelon starting firepower and reduce veterancy bonuses, so that they will lose to spios when they charge them, but won't lose to pios charging them, which are much cheaper than spios. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 16:16 PM
Apparently their ability to make use of a variety of weapon upgrades makes them potentially way too MP efficient to use in large quantities, supposedly making them able to replace riflemen. Fair enough, but in all honesty, does anyone really spam rear echelons to rush weapon racks to spend hundreds of munitions? In theory, sure, rear echelons can be a menace... if all the stars align and the Lady of the Lake blesses RNG. I don't know in which universe they could replace rifles. No snare, excruciatingly bad in combat (seen one rear echelon flank a lone MG42, and the MG42 crew, the other 3 models actually, went toe to toe with vet0 echelons and actually bled them, almost winning the fight), close range weapon profile, 4 man. And the main fact that they can get charged over neutral cover to green cover and lose. Maybe, just maybe, if you played 1v1 and avoided all combat, just using mass numbers and short build time to cap points and stretch your opponent until you get BARs or whatever. On paper, because they have valley fire. Which is kinda over-nerfed, but as a niche rifle supporting ability some times can work. True, but those are all commander options. The flamer is in a piss poor commander outside of some niche 1v1 games where E8 can be useful. The rifle nades are in a good commander, but seen it in action in plenty of games. Rifle nades look scary, but ultimately rarely bleed or force retreats. Can only really be deadly if the squad is clumped up given how it does 40 dmg. Seen it on plenty of allies, trying that build but realizing that rifle nade on echelons is as useful as is an SMG on a sniper against decent opponents. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon24 Jan 2022, 15:09 PM
[Don't know if this is Balance or Gameplay section] So I've one question having played plenty of games, where I learned to fear pioneers. However, given how cheap they are, have access to flamers, repair fast and overall are much more competent units compared to Rear Echelon, I've been left wondering: Why are rear echelon so weak in combat, yet cost 200 MP? I have done the following test 4 times, 3 yesterday (after my rifles charged from behind the sight blocker to green cover pios on Redball... it was a 3 second run to be in the same cover the pios were.... and rifles lost that, bottom VP redball), and once today for the screenshots. Basically I've put rear echelon behind green cover and charged with pios on them. I dragged the selection to green cover and let it play out. Pioneers won all 4 times with 2 models remaining, pretty much identical health in all 4 fights, as seen in the screenshots: Rear echelon started firing the moment they got in firing range, from green cover, pios ran over neutral cover, got to the green cover the rear echelon were in (completely static), and still won HARD. So my question is... why are rear echelon so amazingly bad at combat? They have poor repair speed (thanks to repair crews) They have no proper sandbags. The tank traps are harder to destroy, but also harder to position properly against MGs, as 5 man rifles will DERP out hard running around tank traps to be in green cover. Not to mention that unless there are 3 tank traps, most of the times, one model will be "outside" of the green cover. They lose to each and every combat unit there it, from early to late. The only saving grace is the ability to carry zooks (100 munis), which is not that big of a deal, given how easy they go down, meaning that at most times, you'll be able to fire off one volley of rockets (that tend to miss or not penetrate), before retreating (and losing sweeper for some time). Well, that and the fact that they don't have to build structures... but then again, given how they lose every fight, they are bound to retreat to base where they "could" build sth. So why are rear echelon so damn sh***y and relatively expensive. Do they have some magical property I'm forgetting about or is the ability to carry zooks a justification enough for their poor combat performance? In: COH2 Balance |
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