
Profile of NorthFireZ
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Broadcast: https://www.twitch.tv/alongcameaspider
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Post History of NorthFireZ
Thread: About USF early game, how about finally buffing RE a bit?7 Aug 2018, 07:52 AM
Actually volley fire being a timed ability doesn’t seem like a bad idea at all. Cause atm it’s just a waste of time because correct me if I’m wrong but I think the ability currently depends on the accuracy of the carbines or weapons equipped. but if reliably suppresses (let’s say there’s a different timer depending on what kind of cover the unit targeted is in at first. So negative cover 2 seconds, no cover 4 seconds, light cover 6-8 seconds, green cover never) During that time you can definitely choose to target down the RE squad cause it has a lot of negative debuffs, but the best part is volley fire will at least the reliably suppress it would be pretty darn useful ![]() In: COH2 Balance |
Thread: About USF early game, how about finally buffing RE a bit?5 Aug 2018, 13:37 PM
Wow the amount of exaggeration from these posts is staggering. RE useless? LOL. RE get dirt cheap vehicle mines, fighting positions with free nades, and tank traps which other repair units don't get. Volley fire is a bonus. RE fight as well as pios or a bit better since they don't need to close in. I’m not going to address the other things except for RE as I feel like you’re touched on things that other people didn’t even bring up here 0-0 In a straight up firefight, despite being better than CE, RE has neither the survivability or firepower to tickle enemy squads. When I said useless I definitely meant it in a combat role. (At least CE gets flamesthrowers) Volley fire espically doesn’t play a part in.... well anything. It’s munitions to slowly suppress a single squad and it causes the RE to actually receive more damage (thus MP) bleed back. What ability in the game also have so much drawback? Seriously I’m asking since I can’t think of one. (Maybe the officer draw fire or maybe the KT locking turret? Idk) From what you have said, yes of course the RE squads are experts at utility. Their fighting positions, while fragile, at quite awesome. Their tank traps are their way of building green cover to be entirely honest but yes other engineering units don’t get them unless for doctrines. Their mines, while not as good as other mines, are cheap so that counts for something. Now all of these utility options are literally available to every other engineering units. Is that really a big advantage RE has? Not asking for free smoke here or an auto counter to snipers just suggesting doing the buff they originally were going to do for the RE since the early game is pretty damn draining with not enough payout. In: COH2 Balance |
Thread: USF COMMANDER REVAMP DISCUSSION4 Aug 2018, 15:17 PM
Feels like that belongs with the Pathfinders In: Lobby |
Thread: About USF early game, how about finally buffing RE a bit?4 Aug 2018, 13:37 PM
Thanks for clarifying I thought it was a vet two bonus. What is their base accuracy though and how does it compare to other units of the same category? (Like for example Combat engineers) I'd just ditch Volley Fire entirely: it usually doesn't work and it's a frustrating ability when it does with unpredictable results. Volley Fire can be a potent ability if it’s not hindered by an extreme and odd penalty. The suppression effect is very slow to take effect too and the negatives causes RE squads that actually uses the ability to bleed more FOR using one of their abilities. To be fair, one of the reasons USF struggles so much against OKW early game is strums being worth about 1.5 of a unit early on and RE being useless. RE shouldn’t fight Volks, that’s not their job. It’s Rifles vs Volks that is pretty interesting imo for a whole bag of reasons too long to list. Letting the RE use its ability is the right way to go, it creates more interresting interactions between Sturms and RE. The M20 Utility Car could certainly do with a price cut now though. It's pretty much just an expensive sniper counter now people use the AAHT. Definitely, it costs just as much man power as a medium tank RE volley fire buff is not enough. USF is just so laughably bad in 2v2+ at the moment. I´d go as far as saying that they are even worse than UKF. At least UKF is still good early to mid game vs OKW while USF just sucks vs both axis factions. A bit off topic at the end there, let’s keep the topic on RE changes plz. USF have other problems of course but it’s not the concern on this post. Right now, we are trying to decide what it is that we can touch about USF early game that doesn’t massively buff a core infantry unit like rifle man and can be pretty easy for relic to implement. For example, giving RE volley fire buffs and manpower bleed down Although I do agree, USF lacks some options and is often locked behind one style of play but that doesn’t make them absolutely terrible ![]() In: COH2 Balance |
Thread: About USF early game, how about finally buffing RE a bit?4 Aug 2018, 06:15 AM
I’m suggesting: removing or cut in half the penalties for volley fire (the changes that were suppose to happen some time ago) and reducing reinforcement costs Reasons: there’s a lot of people complaining about USF early game and it’s not nessarily entirely the fault of riflemen. There’s a couple people who thinks Rifles are bad, and let’s agree to disagree to say they are decent compared to the Axis infantry, they certainly aren’t underpowered. Vonivan complained at the end of his stream today that he would have played USF in tournament if their early game wasn’t so shit against OST I also see RE being pretty damn useless before acquiring bazookas and gaining vet off of being an AT unit so mid to late game they are actually extremely useful, more so than other factions base engineer units later on. Perhaps the later usefulness outweighs it being barely a unit early on but damn is it frustrating to use volley fire vs okw SP and it does absolutely nothing. Early game though USF is held back by this squishy and expensive unit that doesn’t really provide the combat utility it’s suppose to. (Unless vs the kuble which it’s quite awesome against) I believe reinforcement cost decrease will also let this unit chase around snipers better since losing a model wouldn’t cost basically as much as a rifleman. Then again the RE never had good accuracy until vet 2 anyways so..... sniper will remain a problem until M20 pops out aye What do y’all think? Does the RE need a buff or does something else need to change for USF like switching around some unit in the tech trees? In: COH2 Balance |
Thread: Heavy Cav saving the day15 Jul 2018, 01:01 AM
I probably shouldn't have gone Captain and LT tech with such a big fuel advantage... it's a mistake that almost cost me the game. However I still think this was a pretty fun one :0 In: Replays |
Thread: Amateur-ish Casts. Trying to give rousing play by play. 15 Jul 2018, 00:56 AM
In: COH2 Shoutcasts |
Thread: Amateur-ish Casts. Trying to give rousing play by play. 15 Jul 2018, 00:56 AM
In: COH2 Shoutcasts |
Thread: Amateur-ish Casts. Trying to give rousing play by play. 15 Jul 2018, 00:55 AM
In: COH2 Shoutcasts |
Thread: Amateur-ish Casts. Trying to give rousing play by play. 5 Jun 2018, 20:58 PM
In: COH2 Shoutcasts |
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Extra! Extra! Read all about it! Axis spamming Ober and KTs!by: NorthFireZ map: Vaux Farmlands2-1,669
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