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russian armor

Lockdown all buildings on the map at the start of a match

3 Feb 2016, 17:29 PM
#21
avatar of Kobunite
Patrion 15

Posts: 615



snip...



snip...


Tidied some post here...play nice with others or someone will take away your toys!
3 Feb 2016, 18:21 PM
#22
avatar of NorthWeapon
Donator 11

Posts: 615

Shhh, I'll give you advice but don't tell anybody, it's a secret: Units in green cover win against units in building cover.


Only If:

a) Unit in green cover is within 10m of garrisoned unit

or

b) Unit in garrison has plenty of windows to shoot from
3 Feb 2016, 18:22 PM
#23
avatar of NorthWeapon
Donator 11

Posts: 615

Also units like Sturmpios and Infantry Sections have an advantage taking buildings :/
3 Feb 2016, 20:17 PM
#24
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Must have missed that one. Do you know when it got changed?


Like an year ago.
6 Feb 2016, 09:49 AM
#25
avatar of Mr. BugCollector

Posts: 51

@NW; True, which leads into a highly aggressive early game.
8 Feb 2016, 11:51 AM
#26
avatar of Looney
Patrion 14

Posts: 444

Only engineers can break open houses so only then your other infantry can enter buildings.
Takes about the same time as cutting wire. Kreygasm Kreygasm Kreygasm

Or make it so all infantry can do it, but less time with engineers.
8 Feb 2016, 12:23 PM
#27
avatar of Bananenheld

Posts: 1593 | Subs: 1

again, "setup" time and "pack up" time for infantry in building. its more realistic instead of instant teleporting 6 guys out of a church and it makes occuping buildings more dangerous (high risk/high reward) due nades becoming more lethal and general flamers/arty because you cant just hop out/hop in.

plus point would be the dimishing of these building hoppers, its so annyoing and there is no counterplay to it.
8 Feb 2016, 15:51 PM
#28
avatar of Esxile

Posts: 3602 | Subs: 1

again, "setup" time and "pack up" time for infantry in building. its more realistic instead of instant teleporting 6 guys out of a church and it makes occuping buildings more dangerous (high risk/high reward) due nades becoming more lethal and general flamers/arty because you cant just hop out/hop in.

plus point would be the dimishing of these building hoppers, its so annyoing and there is no counterplay to it.


Best idea. And increase pack up time of HMGs in building.
8 Feb 2016, 16:10 PM
#29
avatar of Multihog

Posts: 83

again, "setup" time and "pack up" time for infantry in building. its more realistic instead of instant teleporting 6 guys out of a church and it makes occuping buildings more dangerous (high risk/high reward) due nades becoming more lethal and general flamers/arty because you cant just hop out/hop in.

plus point would be the dimishing of these building hoppers, its so annyoing and there is no counterplay to it.

Agreed. This makes sense from both a realism AND a gameplay perspective.
8 Feb 2016, 16:44 PM
#30
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

best idea, make both short and long ranged garrison counter available from the start.
8 Feb 2016, 19:08 PM
#31
avatar of whitesky00

Posts: 468





Tidied some post here...play nice with others or someone will take away your toys!


I'm sorry but it's hard to take the OP seriously when he just makes an account and creates 4 threads in a balance section when it should belong in the strategy/help section.
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