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russian armor

Suggestion: Rear Echelon Rework

20 Jul 2015, 21:54 PM
#21
avatar of Frost

Posts: 1024 | Subs: 1

Seems cool. Nice idea
20 Jul 2015, 21:56 PM
#22
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Just give a 60mm that mirrors the ost mortar in stats but has like .5 less AOE. And costs like 220 mp and doesn't get increased range at vet 3 but something else. I think thatd be a good t0 unit.
20 Jul 2015, 21:59 PM
#23
avatar of siuking666

Posts: 707

Would make more sense if the entire US structure is reworked so they can also have combine arms instead of this stupid CoH 1 British brute force spam
20 Jul 2015, 22:02 PM
#24
avatar of BeefSurge

Posts: 1891

Just give a 60mm that mirrors the ost mortar in stats but has like .5 less AOE. And costs like 220 mp and doesn't get increased range at vet 3 but something else. I think thatd be a good t0 unit.


I think less range and a faster set up too. I wouldn't want it scaling at all into the late game as a squad killer.
20 Jul 2015, 22:15 PM
#25
avatar of Katitof

Posts: 17891 | Subs: 8

jump backJump back to quoted post20 Jul 2015, 19:50 PMl4hti
CP0 tanktraps, wire, fighting positions and infinite riflenades, nice veterancy bonuses, perfect bazooka squad, caches, 160 mp

What else do you want?

Base accuracy which would allow them to aim their rifles in the correct direction?

This is only change they need if anything.
20 Jul 2015, 22:15 PM
#26
avatar of Emporer Palpatine

Posts: 54

Permanently Banned


I think less range and a faster set up too. I wouldn't want it scaling at all into the late game as a squad killer.


This
21 Jul 2015, 03:04 AM
#27
avatar of ThoseDeafMutes

Posts: 1026

It kind of works as is, the worst problem with USF is just how boring they are to play. I'd be happy to see a rework, but it shouldn't be a focus right now when there are still other more important changes getting rolled out that will need serious balancing.
21 Jul 2015, 04:39 AM
#28
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

i want volley fire not to have received accuracy any more and see if they're interesting or not from there.
21 Jul 2015, 04:54 AM
#29
avatar of USFMain86

Posts: 27

Just give volley fire 2x suppression and deal 50% more dmg while active.
21 Jul 2015, 05:53 AM
#30
avatar of KoufromMizuchi

Posts: 172

Just give volley fire 2x suppression and deal 50% more dmg while active.

You clearly don't know the days back when echelon had better suppression...
Have you ever imagined Echelon+bars+better suppresion ability and dmg?
21 Jul 2015, 06:06 AM
#31
avatar of BeefSurge

Posts: 1891

Just make volley cost 10 munis.
21 Jul 2015, 09:47 AM
#32
avatar of PanzerErotica

Posts: 135

I think OP has actually a very good suggestions there. Would make usf early game a bit more interesting. Maybe the squad accuracy and cost could even stay unchanged. This way you would still have your cheap bazooka platform option.

Flamer for rear echelons wouldn´t make much sense as usf already has two doctrinal flamethrower upgrades.
21 Jul 2015, 10:19 AM
#33
avatar of UberHanz
Donator 11

Posts: 247 | Subs: 2

Fully aggree with the rework of RE. I find them super boring, from gameplay to looks (coats in summer?).

They should be able to actively support rifle pushes, similar to engies in vcoh.

They're one of the reasons I dont like playing USF. While in vcoh it was one of my favorite factions. Sometimes im even happy when my RE dies. So I dont have to bore my head out anymore by ordering them around...
nee
21 Jul 2015, 10:55 AM
#34
avatar of nee

Posts: 1216

Them getting an upgrade to Rifle Grenades would be nice, it's literally just applying it to the squad rather than only when they garrison a fighting position.

Or hell, give them a Rifle Grenade when they garrison anything. And I agree about the 60mm mortar: if you can upgrade your RETs to Grenade Launcher, they can supplement for yet another artillery unit. For a faction that features two non-doc artillery units, throwing a mortar unit on top is like throwing dirt on a wound and calling it progress and ordering champagne.
Phy
21 Jul 2015, 13:07 PM
#35
avatar of Phy

Posts: 509 | Subs: 1

I can't bet for any of the suggestions made here because all of them look interesting. Anyway just give a bit of love to this unit because right now, as it has been widely argued, is a unit without any role/impact in the USF army.
21 Jul 2015, 13:15 PM
#36
avatar of OrionHunter88

Posts: 141

jump backJump back to quoted post21 Jul 2015, 13:07 PMPhy
I can't bet for any of the suggestions made here because all of them look interesting. Anyway just give a bit of love to this unit because right now, as it has been widely argued, is a unit without any role/impact in the USF army.



Yeah, these are just MY suggestions. Tear them apart all you want but I think the answer for USF is to rework rear echelons regardless of how its done. Heck even just the 210MP cost with +25% accuracy buff and change to volley fire would already make them much better.
21 Jul 2015, 13:31 PM
#37
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
What if the US started with an assault engineer squad instead of a rear ech? But can still build rear ech from HQ. If you want more assault engis you gotta go that doctrine.
21 Jul 2015, 14:19 PM
#38
avatar of NEVEC

Posts: 708 | Subs: 1

Make 50 cal T0 unit.
21 Jul 2015, 15:13 PM
#39
avatar of USFMain86

Posts: 27


You clearly don't know the days back when echelon had better suppression...
Have you ever imagined Echelon+bars+better suppresion ability and dmg?
yeah must be nice memories because half the time I use supressive fire it takes way too long to even yellow supress.
21 Jul 2015, 16:19 PM
#40
avatar of vietnamabc

Posts: 1063

Give RE smoke ( and view range increase if USF choose Recon doc) and they would be the ultimate utility unit. RE smoke than rifleman charge in. Also plz give them sandbags.
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