Weird bulletin

Posts: 14

Posts: 187

Posts: 14

Posts: 881


Posts: 14

Posts: 642

Posts: 14


Posts: 642
Yeah I know, but anything which helps me is good and if i have to choose between bulleting i`d rather choose that one which support my game style
Well said

Posts: 194
Yeah I know, but anything which helps me is good and if i have to choose between bulleting i`d rather choose that one which support my game style
Not to completely shat all over your idea, but... </pants>

Reducing call-in time doesn't help at all unless you are massively floating resources. At 480MP a pop you would need to have almost 900MP in the bank for it to be possible to call in a second thing as soon as the cooldown expired. I would recommend picking cards that don't rely on poor resource management but that will help support your game style.
Well, my job here is done. <pants>

Posts: 14

Posts: 642
Not to completely shat all over your idea, but... </pants>
Reducing call-in time doesn't help at all unless you are massively floating resources. At 480MP a pop you would need to have almost 900MP in the bank for it to be possible to call in a second thing as soon as the cooldown expired. I would recommend picking cards that don't rely on poor resource management but that will help support your game style.
Well, my job here is done. <pants>
No single bulletin will impact your gameplay performance. AT ALL. It might one day give you that extra 2% to kill one dude faster, but it won't give you a winning formula. Ever. Not with those percentages.
I've seen the "Ultimate" Bulletins, which merge the benefits from two bulletins into one (freeing up a slot). Even if you could stack these, with the original ones to stack say, a 4% damage with another 4% damage, it is still very small.
I've said it before, and I'll say it again: Smart positioning, strategic thinking and situational awareness of the battlefield will get you victories more often than any bulletin or APM possible right now.

Posts: 2779

Posts: 476

Posts: 642
So maybe infantry can do 20% more damage, but but takes 1.5 more population (and thus upkeep).Maybe MG's come at vet 1, but take 50% more time to set up, and reload than usual.
Heck, you can even go for big game changers: conscripts get smoke grenades, instead of AT grenades. Grenadiers lose fausts but gain the ability to plant mines.
Stuff like that...

Posts: 476
Another option to achive this would be, that you could take 1 Bulletin for 1 Unittype. That way you dont need to sacrife power elsewhere because you need strong cons/Grens.

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