in cases of higher penetration, this bulletin is utterly useless. 10% more armor means, that in the cases of penetration=1 the chance of healthdamage will be lowered from 50% to 45.5%. With flamethrowers, this bulletin might be more helpfull though! So even with this bulletin, their damage is quite low. Your Combat Engineers are 4 men, who do 7 damage per shot, that means, they do 30% of the damage a conscript squad will do. +5% damage for unupgraded Combat-Engineers.that is, why i think, that strengthening the unit is far superiour! killing more enemies will result in more mapcontrol and less manpower for him. you can either get vet by killing more units, because your units is strengthened by a bulletin, or you can get faster vet with a bulletin itself. and if you have a batesquad, you want it surpressed, because it takes less damage! WIP you run frontal into a hmg? you will get surpessed. It makes a faust 1 munitions cheaper, which is not that much! And you dont upgrade the flamerhalftrack that often in a game, that this bulletin might help you a lot. the one second won't save you in most cases. either you have the time to set a mine or not. dou you want your units to be 4 seconds earlier on the battlefield or 30 minutes stronger? i think the answer is obvious! the 10% faster build/recharge of units.Nonetheless Bulletins seem to make a notable difference, especially in early game, as you will learn in this guide!įirst of all, there are many Bulletins i wouldn't use at all: Skill is always the largest determining factor in a firefight, since it reduces the luck factor. These should always be taken into account in a laboratory setting: that is, ideal conditions. Positioning, cover, movement, support, LOS, etc. We have to remember, that there are dozens of variables interacting with each other to consumate a battle. Guide on bulletins for infantry, mortars and hmgs
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