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That said - I think founders standard infantry are very good, particularly once they get their plasma LMG. They're very durable and I've used them to farm light vehicles for experience pretty easily, and even used a pair to kill tanks in Oklahoma. Movement militia are only useful for defense in my experience. Sharpshooters are better than snipers when upgraded to 3 soldiers but snipers mesh better with transport capacities. ATGM infantry are great, and while heavy weapons troops are useful for recoilless rifles I find APCs to be better carriers for those. Engineers I find to be useful for versatility but they're not that different from technicians really.
I agree that rangers are a little weak for the cost. I turn off the 40mm grenade launcher most of the time because its not great damage, and the single sniper rifle isn't special either. I do like having a ranger squad with emp/c4 and runspeed, as its an interesting sneaky saboteur. Not that different from guerrillas.
Militia is a trash meatshield unit. I tried to make them work, I really did, even get couple to lvl 4 - they can only hold buildings and maybe storm buildings if there are humans inside. Other than that they can't do anything against any type of vehicle at all. Rangers/founder infantry can deal with vehicles.
Rangers can get EMP and C4 as well, just as guerillas. Plus they have laser sniper rifle with them and it's ~241 damage per shot to any infantry - two shots are enough to kill a rev (they have 350hp). Grenade launcher is meh - you can turn it off and thus gain another rifle, which usually will net you more damage.
Anything infantry fares badly against revs, EXCEPT if it has rockets. Revs are classified as light vehicles, so your infantry will use their AT rockets against them. Even ATGM crews use their ATGM against them if you are not careful.
Snipers are kinda bad, you are correct. They are perfect scouts since they have higher camo value then sharpshooters, but that's it. That perk that gives them 10% more damage is a useless trap: barret rifle deals 200 damage against infantry (plus 28 AP damage) thus oneshotting homunculi (220hp per model). This perk only increases damage against infantry, thus giving you 220+28 total damage. Still one shot for homunculi. And still two shots to kill a rev. Sharpshooters that have another person on the team have much more damage potential.
In many situations to get the same flexability that founder squad provides you'll need 2+ movement squads. Founder infantry - militia+rpg team. Rangers - militia+guerillas+sharpshooters. Engineers - guerillas+technicians. And so on. They are only strictly worse in survivability, since 2+ movement squads can easily loose more squad members than 1 founder squad. Well, and snipers are strictly worse than sharprhooters.
I love founder infantry more since I do not like to micromanage all that much and having tons of squads gives me headache.
I'm not saying rpg is useless, but it only become useful in offensive assault or ambush, since it has shorter range than most vehicle mounted weapon. instead of keeping founder infantry I just keep two rocket squad for those occasion. They can also serve as driver, as a bonus.
As for militia, they actually do decent damage if you give them better weapon, good for keeping homunculi and suicide drones away from your precious sharpshooters and heavy weapon team. As long as they hide inside a tough building,they are doing great.
Unlike ranger, guerrilla need no upgrade for using C4, they can also use plasma shotgun, the only infantry weapon I know that can destroy a squad of charging Rev-6 with 0 casualty, also good for blasting spiders. Ranger on the other hand don't have any chances against Rev-6, which could be a problem when on recon duty.
Selling all founder infantry, Humvee and APC and replace them with movement counter part usually save 5k upkeep. For me, this is a good trade off. Especially in early game, saving those resources for an extra Bradley really make many mission much easier.
For the other point, I don't know at the moment, Movement infantries make up by having cheaper cost, more body and more specialized roles.
I can say ATGM soldier > Rocket troops tho.
If you use a mod that uncaps reinforcements, they immediately turn into expensive toys. Otherwise, they are about the best vanguard you can deploy as they can fill important niches with only 1 unit instead of needing 2 or 3.
I would like to add that movement snipers have the worst armour that is present in the game. I had them die very often, while the founders snipers died rarely.
Having played the game twice on realism I came to the conclusion that the founders need their own type of armour. After I made them their own armour type, the founders really started to feel like elite troops instead of bums. I also found it necessary to increase the ranger squad to 7 men and added a machine gun like Cherj's squad. The infantry squad I added 1 machine gun and a rocket launcher each.
i think the situation is the movement units are the ak47 and rpgs 7 in the real world. cheap but efficient, you don't need a high quality good tool that can do everything for you, you just need a tool to get the job done.
while founder units are like all the nato weapons, expensive, design with complicated engineering to face problem they think they will run in to, and pack with all the high tech, but the problem is in war you take loses, and nato equipment is bottom line not design to take loses, they are just too expensive and takes too long to make.
Engagments ,for me at least ,always end badly if I dont have local overwhelming fire superiority or pre-planned and prepared defence possition. The shorter the fight the better.
What I do is in early parts of campaing I use founders for offence and manuever warfare and movement for defence. Later on as you get more founders, you also have limited reinforcements in missions. So per slot they do better.
I mainly use my infantry for defensive purpose, they are well protected when hiding inside buildings, so no high casualty. Since each heavy weapon team carry the firepower of an APC, 4 heavy weapon team with plasma recoiless gun can basically vaporize any enemy vehicle that dare come close to their position. With some extra sharpshooters for anti-infantry, their position will be unshakable.
For offensive, sending militia to capture buildings near enemy location is a good start, while they distract the enemy, send in the Bradley and Abrams to wipe them out. If there is no building for cover, you can use Bradley or Stryker to create a smoke screen, then charge, with guerrilla squads to support them. In close combat, guerrilla squad can easily destroy enemy infantry, whether they are hiding behind or inside the building. Their C4 can also be very useful if there are enemy tank nearby, just lure them to approach a C4 and boom, they are gone.
Movement infantry should not be treated as expendable cannon folders, you still need to be careful when moving them around, and make full use of their skill set.
Infantry wise, Founders infantry kick militias ass, it is no contest. While militia are cheaper and more numerous than founder infantry, they're not good for much; they lack a LOT of firepower and are really only good in numbers. They can't take on any armor units and have to rely on the RPG or heavy squads to take them out; Founders can take on armor and can (probably should) have a Bradley nearby as backup because they can fit in them. Founders have more health until I think the final xp levels, and their machine gun helps in the anti-infantry position. Militia get their asses kicked in storming buildings be everything, they have the lowest CQC stats in game. You SHOULD NOT try and storm Legion units (their regular leg infantry have the second highest CQC level after revs), and vs everyone else, they only stand a chance against cartel militia.
Point is, founders infantry are generalists: you can throw them into any situation, and they have SOMETHING they can use to survive it. And if they can't, their 7 squad size makes it so that they can have a Bradley supporting them if they run into something like a tank. If a militia unit gets caught in any that isn't other infantry, they need other movement units to survive while they contribute nothing to the fight. I firmly believe that a slot for militia is better used for bringing in an RPG squad instead.
Anything guerrillas can do, Rangers can learn to do as early as level 2. They're both anti-infantry, but Guerrillas have to get close to do their jobs. Rangers are anti-infantry scout units that don't have to get in close to do their jobs, and if they have to, I'm pretty sure their melee stats put them in 3rd place on the rankings after legion units; they can fight anything in a building and it won't be a total wipe for them.
Movement snipers I do think are superior; getting 50% increase in potential firepower is really pig.
Heavy squads are handy, but they're setup time can be troublesome and they can't use what I would argue is the best vehicle mounted weapon for anti-tank work: the ATGM. The best range to engage enemies is where you can shoot them but they can't shoot you, and the ATGM(TOW launcher for bradleys) for vehicles is the longest ranged weapon in game before you hit artillery weapons. In an anti-infantry role, they're incredibly useful. For AT, just use the ATGM or RPG squads; the former because the range advantage, the latter because they don't have a setup problem.
I think the issue for me with movement (except RPG squads, love those guys) is that they still require large numbers to be really effective; numbers that could go to vehicles that I simply think are better suited; heavy trailers have to compete with bradleys and panhards (cartel tanks) for the same deployment slots, and those two are superior for the simple fact that it's 1:1. I don't have to waste another slot to bring in a tractor to move than trailer around. Ironically, I don't have this problem with light platforms but in most missions you can get so many light vehicles it's not a problem.
Every unit competes with something else for deployment space, and on a pound for pound basis, founders units have them beat in my experience. Movement's heavy firepower is reliant on using space for another unit to be mobile; Bradleys and abrams aren't, for instance.
Well, humvee and van use the same deployment slot in game, so is M113 and main tractor. It's only natural to compare them. If you use van to replace humvee, you won't need M113 for carrying troops around, and since most battle take place in urban area, M113's advantage of off-road adaptability only really matter in the battle of Vega.
It is easy for people to ♥♥♥♥ on militia, because their basic weapon is terrible, doing little to no damage against any target. However, if you give them NGRW rifle, they can deal decent damage towards infantry. Supporting them with 2 heavy weapon team, you get a stronghold on the map for less upkeep than 1 infantry squad, while freeing your Bradley for offensive operation. The infantry squad, despite having more tools, still heavily rely on the support of other units to hold any position, while requiring nearly twice the upkeep of a militia squad. They are just not good enough to justify their cost.
As for rangers, their rifles hardly has half the dps of a shotgun. They are basically a sniper team with one sniper and some rifle man. In urban combat, guerrilla squads can easily clean up enemy hiding between building, while rangers will lost a member or two even facing a single squad of rev-1. With some luck, guerrilla can even take out a squad of charging rev-6 with 0 casualty. Guerrilla also have body armor upgrade and sprinter upgrade, further increasing their survivalbility in the field. As for CQC, guerrilla has the same capability as rangers, but they will shoot their enemy with shotgun before entering melee.
I don't really consider ATGM to be that good though, it has long range, sure, but it also has low accuracy (~30-40% chance miss the target), slow projectile and little ammo reserve. If you don't micro manage them you will find them being wasted on some spiders, and your ammo truck empty half way through the mission. Plasma recoiless gun, on the other hand, don't have such problems. It has high accuracy, low ammo cost, and deadly against all kind of vehicles. Even legion tank cannot survive two plasma recoiless gun shooting at it. When put inside a tough building, two heavy squad with such weapon can easily repel waves of legion attack, without needing bradley or abrams to support them. They only need a few second for set up and can be quicker with upgrade. RPG is pretty useless though, as they only have 90 range at best, and most vehicle weapons have 120 range, sending them for defense is simply waste of man power.
The movement really shine at its infantry, 1 militia squad, 2 sharp shooter squad, and 1 heavy squad with plasma spg can fit inside two van and turn any building on the map into a stronghold that can stand against light vehicle and infantry attack without any aid. That's something founder infantry can't achieve despite needing more upkeep. In late game, establishing such strongholds across the map is vital to maintain a safe zone as enemy will come from many different directions. It also allow you to use all your abrams and bradleys for offensive, as the movement infantries do not need their support.
Anyway, I get why you'd say the RPG squad isn't very good (personal bias of mine aside), but at the same time I feel like they might not be getting used properly. They make a great 1-2 punch for ambushes which I think is what they're built for, and rocketman lets them take on entrenched infantry better than militia. In purely defensive positions, they're range thing can be a problem, but in my experience the ai rarely, if ever, properly uses their range advantage of their vehicles. Combined with the fact that a lot of missions love making tight spaces to work with, it's surprisingly common for enemy vehicles to just turn around a corner and get nailed by the RPG teams. 2 RPG squads are better than 1 militia squad in my opinion, and I find they pair significantly better with heavy squads when used as cover teams.
The reason why I think RPG teams are better for AT work than heavys is admittedly personal bias on my end; Because of how the ai works when in buildings, they keep moving around to get a shot off on enemies, and I distinctly remember my heavys constantly having to set up their weapons after moving, and never actually take a shot. When they don't do that, they're amazing, but that experience has taught me it's better to not deploy them in buildings at all just so they actually shoot their damn guns. Granted, I had the same experience with ATGM squads, but their range advantage taught me that you should deploy them behind your main defense position, probably in a different building if necessary so they can make use of it. You don't put ATGMs on the frontline, you set them up in the rear and use other infantry like rangers or guerrillas to spot targets for them.