![]() ![]() 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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