What about limiting demo charges to being placed on other objects? Demo's seem fine to me when used to boobytrap a building, destroy a bridge, or clear a shotblocker, and the like, but large explosives just laying around in fields always strikes as rather odd. |
And I am looking for one single logical argument as why small arms must be able to penetrate and soft counter the Puma and 222.
I've remarked on this oddity myself. My guess is that it's so infantry can deter and repel these vehicles, while offering little risk of destroying them. Otherwise you might be able to just close on inf and push them out of cover etc with impunity, or rush straight into the enemy base to hunt snipers, retreated squads, and for inspection purposes.
I'm not entirely happy with this state of affairs, but there is some method to the madness. |
I really wish you could queue orders for infantry units that enter buildings, and use abilities from inside. While I would acknowledge potential balance concerns, it's perfectly feasible to throw a grenade out of a window. |
"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle."
- Sun Tzu |
While I was reminiscing about my brave storms in another thread, I mentioned the Vire River map. And seeing as I'm waffling, I thought I might as well mention here why some people like maps like Vire, and like Scheldt. Because people still shake their head in wonderment about Scheldt being popular.
The thing is that if you are not a high APM player, you approach the game in a very different way. It's valuable to you to have a few powerful chokes, because you're not going to win by micro-ing your units, you're going to win - or lose - by build choices, by timing, and by coordination with your team mates. If you win band selecting all your units and A-moving them, that is a perfect valid victory, because it means that you produced the right composition of units, you correctly predicted how the unit AI would path and target select, and you had chosen the right moment to commit to battle: either because you and your allies were confident and ready to go, or because something else happened on the battlefield that opened an opportunity.
That isn't how most of the people here play, but it is a fun and perfectly legitimate way to play, and for that reason, choke-point maps will probably always have sufficient popularity to justify keeping them in rotation. |
"Infantry", basically. I'd be perfectly happy if the game's balance changed so that vehicles were about half as common as they are, and there was more importance to and emphasis on the infantry game. |
Many No Man's Sky players (or perhaps more accurately, buyers) would likely disagree.
I'm surprised I don't see more people using A-move on MG's, it's very useful. If the MG arrives at its destination without contact, it does not deploy, but it if it spots an enemy, it deploys to face them. This does mean the enemy to gets to close some way, but the MG will likely suppress them anyway. It's certainly better than having the same enemy come up on a deployed MG facing the wrong way. |
Yeah, the StuG is a great unit; but it's not a generalist unit, and so under most circumstances the P4 will be more useful. |
Whatever problem you have, there is a unit specifically to deal with it. |
Seen more reports since of people having significant difficulty with multiplayer, but whatever it is is not ffecting everyone. |