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Author Topic: [US] Assault Enginners  (Read 12547 times)
0 Members and 2 Guests are viewing this topic.
CommanderHolt Offline
EIR Veteran
Posts: 600


« on: May 15, 2011, 12:48:31 am »

What are the advantages of using these guys over Regular Engineers w/ Flamethrowers?

Is it just for the one more member?
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Heartmann Offline
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Posts: 1776



« Reply #1 on: May 15, 2011, 02:02:58 am »

They have shotguns, dont really know how to put it in any other way, there effective range is real short, and they cant ahndle any type of dmg, so use HT to get them close is a pointer.
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brn4meplz Offline
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Posts: 6952


« Reply #2 on: May 15, 2011, 03:58:10 am »

They mince units at close range. The problem is getting into that range. If you can use them in areas where it's easy to manouvre close to enemies(Urabn areas, Hedges, Large walls) then they perform quite nicely
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RikiRude Offline
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Posts: 4376



« Reply #3 on: May 15, 2011, 04:26:57 am »

its way cheaper and easier to just use normal engs with flames. tbh, kind of a stupid unit for US to get. it should really be a whole new unit. only way you can use them is in HT as said.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #4 on: May 15, 2011, 04:31:17 am »

they are too weak, it should be riflemen with shotguns but with increased price.
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Heartmann Offline
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« Reply #5 on: May 15, 2011, 04:40:33 am »

Tbh, it could  be rifle men with one man leader rifle!
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Hicks58 Offline
Development
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Posts: 5343



« Reply #6 on: May 15, 2011, 04:48:45 am »

Pretty sure you can out-DPS a KCH squad at close range - If you can get them there.

As people have said, half-tracks are essential to get them in range, as they are flimsy as standard engineers. Try using them in pairs in a single half-track to more or less insta-gib any infantry target of opportunity that isn't defended by AT. That does include flanking paks.

Also, I'm pretty sure they are hellish good at clearing buildings. Unless that got changed and I didn't notice, I havent used them for a good while.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #7 on: May 15, 2011, 04:54:22 am »

Hicks,
The assault engineers have no advantage at all over flame engineers, in fact they are a pretty big disadvantage, more pop, cost more manpower and ammo (almost twice as much), can't build mines or defenses, they are a T2 and they're a lot less effective vs buildings and cover.
« Last Edit: May 15, 2011, 05:00:36 am by PonySlaystation » Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #8 on: May 15, 2011, 05:03:53 am »

At which point was I comparing them to flame engineers?

I'm giving pointers to using them if you do choose to use them. I'm not telling anybody to actually choose them over anything else.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #9 on: May 15, 2011, 05:20:37 am »

I was comparing them to a similar unit to show how ineffective and overpriced they are.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #10 on: May 15, 2011, 05:36:28 am »

Pretty sure this is the strategy forum, not the balance forum.

He wants to know the advantages of using them, the DPS at close range IS rape. Oh, and their accuracy and damage against garrison cover is 0.75, while against heavy cover it's 0.5.

So yeah, they are pretty decent at kicking out units in buildings should you get them point blank.
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Demon767 Offline
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« Reply #11 on: May 15, 2011, 05:44:28 am »

yer pony shush.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #12 on: May 15, 2011, 05:52:18 am »

they are pretty decent at kicking out units in buildings should you get them point blank.

No, they are not, they nerfed that. They have no advantage over any other US unit, don't use them.
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Hicks58 Offline
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Posts: 5343



« Reply #13 on: May 15, 2011, 06:03:13 am »

Funny, I just looked in the RGD's and pulled out those accuracy and damage figures which you so kindly overlooked.

Oh, and they will clear faster than Riflemen, Airborne, MG's, Rangers w/o Thompsons, Engineers w/flamers that are having a bad crit day... Yeah, want me to go on?

Two shotgun volleys from the full squad should more or less kick out an MG in a building at point blank, and as long as you can micro away from the current window... That isn't hard to pull off.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #14 on: May 15, 2011, 06:04:27 am »

If you guys want to argue balance, make a thread about them on the balance forum, don't do it here. This is for strategy discussions.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #15 on: May 15, 2011, 06:23:08 am »

Funny, that's what I've been trying to tell him.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #16 on: May 15, 2011, 08:16:06 am »

Quote
MP 44 DPS :

S 19.44
M 3.19
L 1.02

Shotgun DPS :
S 16.99
M 7.67
L Couldn't be assessed
from mysthalin himself

Anyways believe it or not shotguns do fine damage agaisnt the attacking enemy. These are like flamers that dont do as well in smoke but still rape some face.

I like how they can still build wire and sandbags to bolster your defences and hold the flanks.

But like said they are VERY fragile. I dont use them inside HT's but that does sound like a good idea.

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brn4meplz Offline
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Posts: 6952


« Reply #17 on: May 15, 2011, 08:18:20 am »

Those figures aren't entirely correct either though. When you break down both wepaons types to their base mechanics the Shotguns do their damage in a single shot. Whereas the MP44 doesn't. There are times when the initial damage burst will decide the engagement. Just pointing out mechanical differences
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Hicks58 Offline
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Posts: 5343



« Reply #18 on: May 15, 2011, 08:44:12 am »

Aye, was gonna say that, the shotgun is all about the first and second salvo, the MP44 is all about  emptying an entire magazine.

If you use them in a HT and ambush your intended target, the alpha strike will leave them crippled assuming all four shotgun rounds get off and hit the target.
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3rdCondor Offline
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« Reply #19 on: May 15, 2011, 10:22:44 am »

I like assault engineers because they are good at what they do. It encourages allies to take advantage of the use of the regular m3 halftrack. You can create a pretty effective assault if you coordinate an ambush with assault engineers with a regular attack.
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