USF light at mine not doing what it suppose to do?
jadpanzer IV literally drive thru 2 clusters of light at mine only to get a stun at the 9th mine.
command panther drive right thru a cluster of 8 light at mine with just a scratch.
I was frustrated in the mid game, so pardon my mp float.
USF light at mine questionable
by
y3ivan
9th April 2015, 17:04 PM
- y3ivan
Minsk Pocket (4)
- lenny Gro?deutschland
No chat in this replay.
9 Apr 2015, 17:04 PM
#1
Posts: 157
9 Apr 2015, 19:40 PM
#2
Posts: 1048
Permanently Bannedthe only time you should spam these fairly worthless mines is early on. The serve 1 purpose only - catch the Luchs rush. Many okw players rush Luch and run it recklessly into your base or chase a retreating squad to your base. cluster of 6x5=30 munis will usually disable engine on Luch, preventing the retreat path squad wipe and giving you time to get a pak or Sherman. They come too late for flaktrack and don't do much to late game armor, so after this, there is no point to using or spamming these mines if you go infantry since you need to save for 180 munis drop to take out HQ trucks and get lmg.
10 Apr 2015, 04:58 AM
#3
Posts: 157
10 Apr 2015, 05:38 AM
#4
Posts: 1048
Permanently Bannedafter reading thru the topic, I would say he's probably right - when I place 6, I usually place them in 2 groups of 3, so that the 2 groups "cover" a specific choke point. Usually I place tem close enough that I always assumed large vehciles would hit all 6, but since it doesn'e happen instantenously maybe they are hitting 3 then 3, so in essence I'm giving myself 2 chances for an optimized crit.
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