Absolutely 100% agree. This is also the reason why Guards' snare was removed.
Oh...wait.
Which guards can permanently snare vehicles until repaired?
I'm very curious about this squad you talk about here.
Posts: 17914 | Subs: 8
Absolutely 100% agree. This is also the reason why Guards' snare was removed.
Oh...wait.
Posts: 3423 | Subs: 1
Absolutely 100% agree. This is also the reason why Guards' snare was removed.
Oh...wait.
Posts: 5279
Absolutely 100% agree. This is also the reason why Guards' snare was removed.
Oh...wait.
Posts: 3588 | Subs: 3
Haha yea I remember the camoing good at all ranges, slef healing good on the move guards! That WAS exactly like this! Right down to the 110mu for the first snare! Glad you brought that up else it would have been like it never happened!
Which guards can permanently snare vehicles until repaired?
I'm very curious about this squad you talk about here.
Uhh, what? Neither the scenario nor the abilities are the same?
Posts: 2458 | Subs: 1
Posts: 5279
Posts: 3423 | Subs: 1
Soviets have a mainline with snare and an elite inf with snare. Why are they allowed that while Falls have to lose their snare?
Posts: 469
Posts: 3260
Soviets have a mainline with snare and an elite inf with snare. Why are they allowed that while Falls have to lose their snare?
Posts: 785
Posts: 3260
Falls shouldn't lose their cloak. I just think they need total squad DPS tuned down (fewer total FG-42s for sure) and given either more survivability (5-man unit is my shilling piece) and/or utility (retain cloak, retain faust, retain grenades, ambush) to make up for it and make them a less braindead unit than they are now.
If their DPS isn't stupid high at all ranges, they can be outfought in a brute force scenario and are less useful for A-move pushing, but can stay deadly as a camo-ed ambush unit, which I feel is the exact thematic intention of this unit in the first place.
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