You imply combat engineers were not/should not be combat effective units.
Combat engineers were elite troops for all factions.
Combat engineers were/are often expected to lead the assault before the infantry in combat situations.
In this case, let Assault Engineers are they are, if you also imply that they are elite troops. And to get into history a little bit, German engineer units also led the attacks against Greece but they were neutralized. Anyways, back on the topic, do we really need to discuss how submachine guns are superior to Assault Rifles in CQB situations and how ARs are superior to submachine guns in medium-far range? Again, if your issue is the CQB, let's change their damage output. Let's reduce it. |
They have practically the same RA (SP 0,87; AE 0,9), but 5 models and higher near range DPS (SP 64, AE 67) as well as longer range for near DPS (SP 3; AE 10). They have higher on-the-move accuracy/DPS (SP ~50%, AE ~66%). They cost 280MP as opposed to 300MP. They get the flamethrower as a stock upgrade. They have better combat veterancy and lower requirements. They face Kar 98K mainline infantry as opposed to M1 Garands.
How exactly are they worse than Sturmpioneers?
So apparently it's not their flamethrower that bothers players, it's the CQB as i expected. I haven't seen anyone saying "Stumpioneers are very strong, they need to be changed". Since i started this game it blows my mind that Engineers are able to beat well trained soldiers. Again, my suggestion is this : Change AE's default loadout. Change one of their Grease guns. |
Units available before minute 1 should be balanced around mainline infantry (grenadiers optimally), most mainline infantry have access to weapon upgrades.
That creates the issues that CP 0 call in units are either too strong when they arrive are to weak in mid game. By allowing weapons upgrades also one can adjust their power level according to the time frame. This does not have to be side tech.
In the cases of assault engineers having many flamers units burning everything is problematic.
how much munitions does it cost to get it?
What's really wrong with it? It's a good way to be able to balance early units by delaying their weapon upgrades without having to make said upgrades more expensive. More expensive upgrades would create disbalance between costs across factions (why should Assault Engineers have to pay more for their flamethrower than other factions while it does the same) and they would be a nerf the unit in all stages of the game (as replacing a unit becomes more expensive) rather than just delaying their early game power spike. Tying upgrades to tech has several major advantages.
yeah, and Ost's Ostruppen are numerous and ruin your game plan as they outnumber USF's squads, but they are crap in combat. And for comparison, Assault engineers are an OKW ripoff. They get a flamethrower but it's not compared to the 4 ARs Stumpioneers have. Assault engineers will still drop like flies.
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Lock this weapon behind tech, lock that weapon behind tech too, oh also lock this weapon behind tech, and finally lock this thing for when you win the game. Seems a little bit wrong to me. If you keep locking weapons behind tech, USF will start fighting with slings and nerf blasters so that it will be "balanced". What's wrong with Assault Engineers? Flamethrower? Fine, increase the cost and the duration to get the weapon. On the other hand, if your issue is the CQB, then replace one of their Grease Guns with a M1A1 Carbine. |
First thanks for the information.
We had lately a game again against okw and wehrmacht.
The Wehrmacht guy spammed osttruppen who are way more effective than my cons. Later on it came into the same situation that we couldn't push their mortars cause the okw guy supported them with volksgrenadeers. I built a scout car but it got easily shutten down by osttruppen. Do you know a effective way to play against the ostruppen. Maybe penal battalions ?
I would suggest Shock troops and T-70 but you need to be careful not to get fausted (make sure to stay out of their range). If they are playing with a lot of team weapons, Russian 120mm mortars and ZiS Anti-tank guns are great to break their lines. You can also use the SU-76 |
Actually i would like to see the "Fire up" ability getting a buff. And what i mean by saying buff? Give immunity to suppression for the duration. After the ability is over, the unit gets increased received accuracy for 3-4 seconds and a 8 second movement penalty. Similar to CoH1 |
It depends on your playstyle. I prefer SMGs over LMGs because i want to get up close and personal, with Riflemen backing them up. But the LMG isn't that bad if you want to use it. You get behind cover and use the Suppressive fire ability and then your riflemen advance. You can also get an LMG squad and an SMG squad and do fire and maneuver tactics. But in 2v2 and 3v3 players tend to blob more, so i would suggest that you use SMGs for CQB. You will appreciate it in case that you have a big blob clash. |
Hello
Me and my brother have some serious trouble defeating the mentioned combo. First we tried to 2x BTF but currently i am playing the soviets and my brother btf. They seem to be op because in min. 7 we have build up our little bases, we got 2 points but they are spamming with mortars now. and the infinatires from the OKW are protecting them really hard. When i try to kill them with my light tank the tank gets instantly shutten down by grenardeers and sturmpioneers with shreks and other things. so they are bombing us and it seems we can nothing do about it. Flanking sites are always best protected too and a sniper always gets rushed down after recently our mg gets killed by a mortar. Rushing in the beginning is not a option too because their stormpioneers are deafiting everything in combination with grenardeers. and in the beginning the Wehrmacht guys seems to always purchase the mortar to kill my infanteries even in the early. if my brother tries to rush them with the UC the grenardeers always have enough ammuntion to use the fausting ability.
BTF = british forces
So what is a counter against that Combination ?
Don't build emplacements as they are easy targets for mortars and other long range weapons. As British i advice your brother to purchase grenades early in the game to dislocate any MGs he finds on his way. You also want to have molotovs availabe as Russians for the same reason. Bunch up your troops against OKW, but against Wehrmacht make sure to spread out and attack from different directions. Plan flanks with infantry and smoke and cause as much chaos as possible. Obviously not all maps are good for flanking so you should ban the ones favoring Axis. If you have decent micro use the British sniper (or the Soviet one, they are both really good) and support your troops from behind. |
Mechanized company, WC-51 and M20. Chase them down. I name this strategy "Running and gunning with WC-51 and M20 vehicles!" |
When things get out of control and everyone around you is screaming and losing their minds about buffs and nerfs, look for Miles® and his teammates, and stick to them. They are about to cut fence and sort some Wehraboos out!
PS : It's just sarcasm, so don't take it so seriously and get mad!
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