All of whom were basically trained soldiers with training equal to or better than the average German Volksgrenadier by that stage in the war. Non combat troops were very commonly pressed into fighting units as replacements.
I quite like the idea of them becoming merge capable units. It would require a few adjustments to squad size and veterancy bonuses though.
Make them a 5 man squad from the start, remove volley fire, add merge as the vet 1 ability and remove the vet 3 additional man and add a received accuracy buff at vet 3 instead.
Now you’ll have a merge capable squad that is not capable of merging right away, which will prevent cheesy strategies but still opens up the possibilities for more Rear Echelon use as a support squad and less use as just a bazooka holder.
My point is completely different. R.E. in game represent the non combat infatry forced to fight when the line collapsed in Ardennes
Also give them merge. It fits the concept of RET's being sent to the front to replace losses.
R.E. stands for rear echelon and are unit that where sent to the front. They represent the non combatant logistic support troops that where caught in the fight when the front-line collapsed during the Ardennes assault and had to defend themselves.
I'm having trouble understanding the logic behind this statement. Can you please clarify?
In order to kill a 80 model with 16 damage you need 5 hits dealing total of 80
In order to kill a 80 model with 14 damage you need 6 hits dealing total of 90
That is 10 damage overkill or the DPS has been lowered by 5/6= 0.83.
Now if Tommies get a Bren that does 5 damage the overkill can become less when an Enfield and Bren is firing on the same entity.
Probably, but it isn't like the current barrage is missing wildly either. All the more reason to lock OKW trucks to base IMO.
And I guess with sorter CD things will become even uglier.
On the other hand it "hollow charge" was removed from Leig
LEIG
We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
Hollow charges removed
Now gains increased weapon and barrage range by 15%
Any words on making HEAT barrage from pak howie a zero AoE but minimal scatter as to be effective vs stationary tanks? I'd like it to be more consistant and less RNG.
Isn't that change going to make very effective vs OKW trucks?
Shouldn't such a change be a different barrage ability so the user can choose the target?
Jackson
Good change.
Sugestions:
Lower the max accurcy, penetration and reload of the unit so that it less effective vs meduim tanks at max range.
Replace accuracy bonus with penetration bonuses or move some of the mobility of the units to higher vet level.
M8 Scott
Decent changes.
Sugestions:
lower autofire projectile speed and/or AOE so it less effective vs moving targets.
Remove defensive smoke the units is very difficult to kill and as artillery unit has little reason to have defensive smoke.
Pak Howitzer
Sugestions:
maybe replace white phosphorous with flare?
M21 Mortar Halftrack
Decent changes.
M26 Pershing
Decent changes.
Sugestions:
keep CP high lower fuel cost. Maybe add a CD on call in so that the unit can not be instaly replaced.
Time On Target
Since the Major has recon this change make Priest able to fire with little to no counter.
Sugestions:
If the ability guarantees killing Lefh it should be moved to another commander.
Rifle Company
Decent changes to commander
Suggestions:
1) Swap flamer with rifle-grenade from urban and move it to Riflemen. It feat the theme better.
2) Rename "Riflemen Field Defenses" to field "Field Defenses" and give access to mine and sandbags to R.E. .Decrease speed of building defense for all mainline infatry across all faction.
3) Reduce target size of Tank traps, increase built time, change cover to yellow
Paratroopers / Paratroopers Support Squad
Decent changes to commanders
Suggestions:
Paratroopers Support Squad remove airdrop make the unit build-able from HQ lock LMG upgrade to 2 officers.
Replace I&R Pathfinders with a scoped M1+M1 for riflemen taking up weapon slots increasing sight and allowing to call in smoke and HE mortar barrage.
The changes aim to reduced overlap and better fit the theme of the commander.
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
1.1 Riflemen
Great change. The uni buffs should aim at creating relative positioning advantages.
Suggestions:
1) Lower far and close DPS of BAR lower price to 45
2) Now that the near range has become similar across semi automatics can we do similar change over bolt action so that these weapon and SMGs get an advantage in close range?
A bit more on the suggestion on and older post: https://www.coh2.org/topic/52782/suggested-improvements-to-small-arms-weapons