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russian armor

Rifle sight range from 35 to 38

16 Feb 2016, 03:19 AM
#1
avatar of BeefSurge

Posts: 1891

USF early game play revolves around Rifles capping the map and harassing the enemy until an officer is teched, and USF support weapons are in a slightly weak spot. Slight increase to Rifle sight range makes outmaneuvering enemy squads early game less dependent on intuition and map knowledge so you can reliably line up flanks and harassment if you have good positioning and quick micro; improving Rifle sight slightly is an indirect buff to the .50 cal and AT gun.

16 Feb 2016, 03:21 AM
#2
avatar of eebies

Posts: 67

This is what Recon Company is for.

You know, if Forward Observers worked correctly <444>_<444>
16 Feb 2016, 03:25 AM
#3
avatar of BeefSurge

Posts: 1891

It's a 1 CP ability though.

The reason imo USF could use the mild boost is because managing model losses early game is just as important for them as it is with the UKF, only the USF only has Rifles and REs. plus, the nature of the faction demand they play aggressively.
Uhu
16 Feb 2016, 03:26 AM
#4
avatar of Uhu

Posts: 55

Use REs/pathfinders to screen your troops.
16 Feb 2016, 03:36 AM
#5
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post16 Feb 2016, 03:26 AMUhu
Use REs/pathfinders to screen your troops.


I get what you're saying, It's good to occupy key buildings early with REs to see what the other guy is doing but anything more than two REs is just not viable outside of cheese imo, and using cheap troops as scouts is bad for MP and popcap. To balance the additional 3 sight dialing received acc to .98 or .99 could be fair I guess.
Uhu
16 Feb 2016, 03:48 AM
#6
avatar of Uhu

Posts: 55

Yes, you have the idea. Don't spam REs (heck, I don't build REs unless the original squad was wiped out). What I meant is to occasionally use REs to probe, scout, and provide LOS for your troops (at least until mid game). They work in sync with your Rifles.

Ideally, the first volley should be directed at REs. RE losses is better than losing your expensive 28MP Rifles. And retreating your REs due to an MG is better than retreating your Rifles (and thereby reducing your field presence).
16 Feb 2016, 04:27 AM
#7
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

his point is that USF only have rifles, unless you're doing RET (Rear Echelon Troopers, not Royal Engineers!) spam which has similar issues, and that means that walking into the enemies sight range automatically puts you in range of HMGs (or earlier with pio sight being 42) and thus you can't predict what you're walking into despite having no flexibility.

offering doctrinal units as a solution is stupid, both because they're not available to all doctrines and because each faction should have all the tools it needs in the core set.

personally i'm not sure giving them extended sight range is the right course of action, i want USF to have a mortar in t0, but it would go a small ways to mitigating the boorishness of the USF opening.
16 Feb 2016, 05:07 AM
#8
avatar of PanzerGeneralForever

Posts: 1072

You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.

If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.
16 Feb 2016, 05:34 AM
#9
avatar of edibleshrapnel

Posts: 552

jump backJump back to quoted post16 Feb 2016, 03:21 AMeebies
This is what Recon Company is for.

You know, if Forward Observers worked correctly <444>_<444>


If Recon was a viable commander in any game mode. :banana:
16 Feb 2016, 07:57 AM
#10
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.

If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.


pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.
16 Feb 2016, 07:58 AM
#11
avatar of Esxile

Posts: 3600 | Subs: 1

You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.

If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.


Can you remember us the pioneer vision range?
16 Feb 2016, 08:37 AM
#12
avatar of Looney
Patrion 14

Posts: 444

I vote no, because the sight is fine. You're probadly sending in squads solo and no push with your entire force in a nice spread out line so you can flank. The Squad that gets hit can soft retreat out of harms way.
16 Feb 2016, 09:20 AM
#13
avatar of Thamor

Posts: 290

Ever heard of smoke grenade?

ps. Grens cost 30mp, just so you know so losing members on axis side is equally devastating and their tech don't give free squads :)
16 Feb 2016, 14:31 PM
#14
avatar of Firesparks

Posts: 1930



pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.


the pio pay for that sight. slow repair speed and weak combat capability. At least the RE repair fast.
16 Feb 2016, 14:49 PM
#15
avatar of whitesky00

Posts: 468



the pio pay for that sight. slow repair speed and weak combat capability. At least the RE repair fast.


I thought both the pioneer and rear echelon repair at the same speed until both hit vet 2. At vet 3, RE will win with 5 man repair.

I also thought the cost was the same now... 200 and 200. So for same price, one gets more vision and one has non-doc flamer, one has doc flamer. Difference in vision as well.
16 Feb 2016, 14:51 PM
#16
avatar of Firesparks

Posts: 1930

RE repair at 2.0 hp/s per man. Pio repair at 1.6 hp/s per man.

RE have access to bar, bazooka, (and m1919)
16 Feb 2016, 14:51 PM
#17
avatar of Grim

Posts: 1094

USF early game play revolves around Rifles capping the map and harassing the enemy until an officer is teched, and USF support weapons are in a slightly weak spot. Slight increase to Rifle sight range makes outmaneuvering enemy squads early game less dependent on intuition and map knowledge so you can reliably line up flanks and harassment if you have good positioning and quick micro; improving Rifle sight slightly is an indirect buff to the .50 cal and AT gun.



Maybe give RE an 'observation' or 'observation post' upgrade, like...binoculars or an unarmed 50MP outpost with a traversing sight?

just random ideas but tell me what you think.
16 Feb 2016, 15:32 PM
#18
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Nerf Rifles, put mortar in T0 :foreveralone:
16 Feb 2016, 15:41 PM
#19
avatar of InsanePriest
Donator 22

Posts: 62

No, just.. no - listen to Looney

Edit: if you want to see the power of rifles and how to utilize them, check out DevM's guide
a sight increase would allow them to nullify MG42s, which is seemingly the unit, that keeps Ostheer together.
16 Feb 2016, 17:43 PM
#20
avatar of PanzerGeneralForever

Posts: 1072



pios with 42 sight and maps with choke points. also buildings. it's really easy to set an HMG up in the right spot.


If we are assuming the enemy has pios supporting the HMG then we can also assume REs supporting the rifles so you can use them to scout. Also, sight on non combat units is different than on terminator riflemen.
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