Worst Bulletin & Comander for each faction
Posts: 91
Worst Comander -> NKVD Rifle Disruption
Worst Soviet bulletin -> 3% Decrease Cost of Satchel Charge
Germans:
Worst Comander -> German Infantry
Worst Bulletin -> 5% Cost Reduction for flame HT
Worst comanders and Bulletins for u guys? Just the worst ones
Posts: 600
Soviets :
Worst Comander -> NKVD Rifle Disruption
Worst Soviet bulletin -> 3% Decrease Cost of Satchel Charge
Germans:
Worst Comander -> German Infantry
Worst Bulletin -> 5% Cost Reduction for flame HT
Worst comanders and Bulletins for u guys? Just the worst ones
NKVD worst? Woot? Just because it doesn`t have an IS2 or ISU152 doesn`t mean its the worst =)
German infantry commander is good too =) dat officer helps in early game while Light arti and fragmentation bombs help in late. =)
Posts: 1571
NKVD Rifle is probably the worst Soviet doctrine. Too much munitions heavy options.
Worst German? Probably German community defense doctrine. (tank traps one).
Posts: 1664
Bulletins though... ugh. Who in the world is using 2(TWO!) bulletins to speed up the cooldown of 120mm call-in or any of the 2-3% ability cost reductions?! These are literally garbage.
Posts: 952 | Subs: 1
Worst Commie doctrine? Urban Defense, I think. Conscript support seems to my untrained eye to be similar to Jaeger Infantry- it's good, but Guard Rifle has all the important bits (i.e. PPSH and HtD) while trading the niche Rapid Conscription and Conscript Repair for the extremely useful Guards and the situationally useful Howitzer. The incendiary strike is useful, but doesn't have the raw power of the infamous IL2 strafe.
Of course take all this with a grain of salt, as I don't have Urban Assault or Conscript support and there might be some incredibly potent strategy involving them.
As for bulletins, worst is the Tiger Ace bulletin- because you shouldn't be using the damned thing in the first place.
Posts: 2693 | Subs: 1
Posts: 2181
Posts: 91
Increased armour penetration on mortars...
Lol I forgot that too
Posts: 1221 | Subs: 41
NKVD is pretty bad, as is Urban Defense. Propaganda and Armored Detection are probably the two weakest soviet commander abilities. 1cp guards make the light AT guns nearly obsolete. FHQ is generally extremely bad in 1vs1 and map limited in larger games. Booby traps are just demo charges that you can't control but don't require an engineer to set. For NKVD, rapid conscription is available in much better commanders for it (ones with ppsh) and armored assault has strafe+radio intercept with two tank callins and field repairs.
Worst bulletins:
Anything that's -x% to munitions, because all of them are like 3% off 90 muni or similar. Mortar auto-aim bulletins because they're bugged and make mortars not hit anything (are they ever gonna fix that?). -10% to build time bulletins on callins, because you're obviously limited by the ability refresh on calling in these things.
Posts: 1585 | Subs: 1
Also I still have yet to understand why their are build time decreases for call-ins. Are you seriously floating 1000+mp all game? Why?
Agreed, NKVD is really useless. Especially since to get full use of this commander you need to select it as the game starts.
For the Ost I find that many commanders are lack luster since they rely on munitions heavily. Therefore, I would say there are many mediocre to useless commanders, and a few good ones.
Posts: 11
Very useless bulletin: Increased armor for halftracks.
Posts: 680
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