Its situational.
Smith gave a fantastic breakdown of 222 on another thread:
It doesnt fare well against infantry in buildings as the auto cannon is crap.
If however you are getting harassed by clown cars or WASPS, the 222 makes short work of them.
251 is great for urban maps, or dislodging those pesky UK mortars.
It is fantastic when you're doing a drive by on say Lyienne Forest |
@OP, yes, yes it is.
If we ever have the pleasure of playing together, dont get upset at me yelling at you for wasting MP on grens and not having a single mortar while they get rekt my USF orbital cannon...
Then again, I would commend you if you are actually vetting or capping the rest of the non conflicted points. |
Quick question on the Major - How does he gain vet if he is not in battle??
Often I would have a vet 3 Major in seconds if a well performing mortar/s is nearby.
Edit: sorry to necro an old post |
Good riddance. nothing is bigger bs than controlling the whole map and having to blow up or wire all the houses to ensure you won't get TACTICALLY OUTPLAYED by some callin.
The engine can only do so much mate.
If this is the case, pay maps that aren't urban.
My 4v4 experience, pulling off a tactical outplay is quite rare with infiltrators.
lol, taking the liberty of considering silence as approval is just plain wrong. It's clear you guys are just going to look the other way and do whatever you like so why don't you just say that instead? I don't know how many people have flat out said that "X is bad idea" and then you come back with "well what about X with Y" instead of just removing the X. L2SayNo.
No!
mechanics of this game.
And you can say "No you are wrong because of X" without being an ass.
He has a point below. IS have penalties on the move out of cover, Axis not so much (unless its prostruppen))
What's the point when they die like flies out of cover?
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- remove all callin units. Only leave KT but keep it as it is with fuel costs and building requirements. OR leave callins in but also give negative (passive) abilities to these commanders so that players need to make a tradeoff between having a good callin unit + a reduction in X (fuel, manpower, muntiion idk?) or taking a callin-free commander which means that you have to rely on actually outplaying your opponent more than just calling in unit and winning !!!
Dude, no... The Fuseliers are a call in for a reason.
Also, how will this affect commandos and other infiltration units?
If you guys wanna rebel against the system by not doing that, and then complain about it afterwards that's totally cool, that's what this site is for. For the rest of us, let's get involved and do our best with the system we're given.
+1 I hear yer!
too bad there are about 3 of people who like this change
Lol, I too am wondering why they chose sov first
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nobody honestly would ever care
I have to agree with VonAsten here lol
Dont be such party poopers!
Take care of yourself Sir Hue |
I'd love to be there for this one, but live on the other side of the globe :\ |
Ive had this happen about 4-5 times now in the last few months. Playing a game normally and suddenly, the game ends only for me saying i was defeated. After the after match stats it says i was disconnected with error code 3 even though my internet never lagged for even a second. In the past when our internet did go down it would first say connection lost reconnecting in game. Instead it just boots me without warning. Am I the only one who gets this? Am i doing something wrong?
Any help is appreciated thanks.
Bump
Hey Mate,
I have had this in the past 3 days as well... happened 3 times every day |
The flame track will likely be getting its flamer damage against garrisons adjusted at some point to stop it from being instant death to weapon teams that it even looks at. That's probably all the upgraded unit will receive.
Thats no good
Jesus Christ... leave the flamer halftrack alone
instead start looking at the REAL ISSUES of the game:
püppchen constantly missing crucial first shots + not being able to fire at trenches.
Comets
Free Recon planes
Arty Cover ...
+1 on all accounts
We all know why and it has nothing to do with the unit by itself.
Who pissed in your cereal this morning guy??
+1
+2
It s one of the best balanced units. Please dont touch not broken!
+3
If I may be permitted to comment, UC's damage output has increased by 50%.
Now, UC WASP is precisely half as good as the 251HT, which is quite generous given the relative costs.
I have no objections to this
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dude with the soviet aa halftrack, you could literally beat an at gun and gren squad combo just by using a shotblocker and its vet 1 ability. A flanking aa ht can clear two at guns in a few seconds. How is that not calling for a nerf? It was op because it had dropped models so quickly and yet supressed at the same time. The flame ht is good because it does sustained damage over time if you stand in it.
Well said mate!!
+132
Flame HT is fine. Its fragile and can be countered easily.
+1.
I have never seen one past vet 1
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