Change Trip Wire Flares?
Posts: 83
Regardless of my particular suggestions, do you think they should change vet1 for most of the Russian troops with trip wire flares in some fashion?
Posts: 323
#themoreyouknow
Posts: 83
Tripwire flare can activate Demos
#themoreyouknow
Yes, I've actually done it in my testing, but demos are best left alone imo. A lot of times it's better to wait for the axis to get close to assure the entire troop is in the demo radius. Plus it's more munitions for an already expensive mine. But that is a valid point, but in automatches, it's better to make sure that 90 munitions is well spent imo.
Posts: 323
Yes, I've actually done it in my testing, but demos are best left alone imo. A lot of times it's better to wait for the axis to get close to assure the entire troop is in the demo radius. Plus it's more munitions for an already expensive mine. But that is a valid point, but in automatches, it's better to make sure that 90 munitions is well spent imo.
Yes OFC but i ilke to place some "auto-demos" which grant you an auto kill on P4 and everything else look
But yes, i'm for keeping tripwire flare on cons, but not on shocks and gaurd i mean wtf, those are meant to be elite troops
Posts: 260
Posts: 4314 | Subs: 7
Please keep in mind they will kill one model and give you vision for only 10 munition.
Yes all what they need is to reduce placing time to 6 seconds and to 4 second on elite infantry (shocks , guards)
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I don't think they're underwhelming. I think they're very good.
Axis already have to limit their movements & harrassment because of demo/mines while soviets do not. I don't think that making them faster to plant is a good idea.
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Posts: 545
10 munitions for a guaranteed model wipe and possible squad wipe + recon flare. That they're available to all offensive infantry units is also a big advantage.
I don't think they're underwhelming. I think they're very good.
Axis already have to limit their movements & harrassment because of demo/mines while soviets do not. I don't think that making them faster to plant is a good idea.
Demos have been targetable for quite some time now with more than adequate detection radius. S mines are not targetable, cheap, plant like lightning, are dangerous to defuse with troops or require the time of a vehicle (something clever players have learnt, so they add a teller) or wasting munitions or time to barrage (SU76 exempt) to clear the clusters.
Axis do not suffer the same waste of time or limited mobility defusing/destroying mines that allied factions do. One grenade, mine gone. Detect and target demo gone. If you are suffering movement problems against allied mines, more than likely you are lacking in the detection department.
Personally I like the flare mines right where they are, but thier plant time and the USF mine plant time compared to S Mine field is s complete joke. 1 mine vs 4 clusters and the new USF mine is done by the time half the S mine field is done.
Posts: 83
1.) see if you unit has the ability (obviously an extremely minor detail but it adds to the time)
2.) You can't shift order (forgot about that one, thanks for mentioning
it), so that means you can't have your one squad set up a bunch while you micro other things
3.) Takes too long to set up
If you removed 2 & 3 from that list that would grant more usability.
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Posts: 545
Posts: 862
Currently they cannot be queued with SHIFT. They would be more useful if it would be possible to queue them instead building one at a time.
THIS.
That would make them even more usable than a shorter setup time. (Though both would be great.)
Posts: 521
Elite Infantry like Guards and Shocks need a useful vet 1 ability.
Posts: 8154 | Subs: 2
They're good, BUT: Take it off of every single infantry except Conscripts, because currently, every single soviet infantry has it.
Elite Infantry like Guards and Shocks need a useful vet 1 ability.
+1 Same with medkits on OH units
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