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Combat situations

Strategy and Tactics

#91695

Re: Combat situations

dont get PAK unless it is a narrow map, get grens with 2 shrecks with another gren squad. only get PAK if there is a churchill or heavy inf tank. so after u got ur krieg barracks skip to panzer command. sturm is pretty useless to me unless i want to spam nebels.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#91708

Re: Combat situations

Paks are required to defeat M8s. Shreks will never hit a properly microed M8. If you don't see BARs or WSC, you absolutely have to get Pak as first on second Kriegs unit dependent on fuel income of the enemy.
If you get into an argument with me, you're wrong.
#91710

Re: Combat situations

Mattdamon07 wrote:
...get grens with 2 shrecks with another gren squad...


Never do that. 2 upgrades on green squads increases the drop rate for those weapons and in vetted allied hands these weapons are extremely lethal. 1 shreck on each squad is better.
"Balancers are 10 a penny"
#91717

Re: Combat situations

invisible stormtroopers with shrek actually better normal grens shrek right?

Someone please tell me some tips and guides about Semois for every factions please, I'm very suck on that map. Sometime I randomly force to play on that map with random faction even I unsticked it. :(
I'm drunk now, I'm outranked you in philosophy.
#91792

Re: Combat situations

I am more familiar with this map so I feel I can help stavaka88(unlike Langress :()

With brits you should park you truck on the med points and since they're close it helps too. You can build an MG nest to lock off an area or a mortar on the other side of a river bank to help stop capping :P

With PE I think using you ketten to harass is essential. Same with Ami's and rifleman :P. Their capping spped helps cut off reasources. You can always retreat if things look bad :P. With ketten since there aren't that too many points SE helps. And their roadblocks will insure that you can direct their armor where you want and make them bend to your will >:D

With Ami and wher you can stick your MG's in strategic buildings to cut off areas momentarily. But due to the size of the map expect a flanking attack or an enemy mortar soon. Or a stupid flamer >:(

Use mines in narrow spots that infantry must cross in order to get to you. Like in b/w the gap of a wall or near the VP or near the end of a hedgegrove. The graveyard is good too b/c alot of players like to use it since it offers all around heavy cover.

AT guns on the edges of the main town with the VP helps with Anti tank since it has a clear LOS of any tanks in bound..

Since there are 3 possible ways to attack(left, right, middle) use this to your advantage. Just b/c alot of fighting occurs in the middle doesn't mean thats the only spot to move troops. I had the unfortunte experience of focusing my troops in the middle and 2 StuH's went around the sides and started to blow my buildings up. It was a lesson I'll never forget :'(

Hope I could help ;D. Maybe you should ask an expert though :-\
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Last edited September 26, 2011 at 9:42 PM by Fishhunterx

#91812

Re: Combat situations

yeh i do usually do that with the grens but if u were so keen on having a anti-tank squad u could have to shreks, also 1 shreck each gren is also better because tank or vehicle will take longer in killing the squad without getting damaged.

Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#91848

Re: Combat situations

Stavka, Stormtrooper shreks are identical to gren shreks.

On Semois, a fast vehicle tech can be very effective due to the undeniable fuel close to your base. OPing this point reasonably early can help you greatly. Nebels are very effective on this map too, so a nebel/Puma/Stug/stormy combination with an OPed fuel can be amazing.

For US vs PE, always fast M18 Hellcat IMO. He will usually prefer a MHT so he can get some anti building and you can counter this easy. Go airborne for strafe while you tech quickly to the Hellcat. Spam flamers too.

US vs Wehr, I favour fast sherman sometimes, since the shot blocking objects make it easy to avoid Paks. Also, infantry doc for off map howitzer and rangers so you eliminate dug in positions that lots of players favour.

PE, spam PGs and fight building to building. Go for P4 if you can get the FU and then Panthers after that.

Sov, heavy mortars, firebase, T34s make this map easy mode.
If you get into an argument with me, you're wrong.
#91850

Re: Combat situations

Is it just me or is the Soviet fire base really inaccurate?. I was on Hochwad Gap(for fun) and I targeted a Wher Quarters the enemy had. The firebase I made was on the other side of the bridge seperating the enemy bases from the main land. So it was pretty close. Not one sheel hit the building directly. Only some splash dmg to it occured. Stupidly enough it destoryed the units far away from the WQ though :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#91859

Re: Combat situations

The firebase must be targeted differently to other artillery in the game. Whereas other arty scatter all around the targeted location, the firebase targets everything behind it. I made a quick diagram to show what I mean. The one on the left is normal arty, the one on the right being the firebase.
If you get into an argument with me, you're wrong.
#91877

Re: Combat situations

GodlikeDennis wrote:
The firebase must be targeted differently to other artillery in the game. Whereas other arty scatter all around the targeted location, the firebase targets everything behind it. I made a quick diagram to show what I mean. The one on the left is normal arty, the one on the right being the firebase.


IMO this should be in that tutorial you guys are making :P. TY for clearing it up :D
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#91884

Re: Combat situations

From that I meant is Stormtrooper can camo so they can make sneaky attack. Experienced player always make sure their vehicles aren't in range of the shrek :(

I have another question, what is the detector unit of the Brits? Does the Brits marksmen have same range when he shoot sniper like when he shoot other infantries?
I'm drunk now, I'm outranked you in philosophy.
#91890

Re: Combat situations

No, course not, the Brit recon sniper is used manually, has shit range.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#91923

Re: Combat situations

Basically anything within its firing range, it can sniper :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#91929

Re: Combat situations

Got a question, how on Earth do you stop Ranger spam as PE?

I was playing PE on Red Ball Express for fun, and got annhilated. All of his Rangers had 1 Bazooka and 1 (Can't remember the name, it's good against infantry though) and I couldn't kill them. I got the occasional squad with my Mortar Halftracks and I finished off a couple squads with my Armored Car with proper reverse driving movement, but he just had so many and I couldn't keep my points on my side of the map. My Panzer Grenadiers didn't stand a chance either.
You bathe in the sunlight one moment, then your smashed against the rocks the next. What makes a man, is what you do next.


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#91930

Re: Combat situations

You could:

1: Use Slow ability and MHT to pummel them

2: MP44 spam since its counters elite armor :D

3: PZIV spam. Locked down, they shread through infantry, even with AT >:D

4: Depending on your doc, you could use Hummels and booby traps. Or Wirbelwind. Or Fallschirmjagers. Or emplacements :-\

5: PG spam ???. Masses of them can take on Rangers. Gven that you outnumber them and you keep your proper distances :P. And since he has Infantry doc, dont clump too much cause he has artillery
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#91946

Re: Combat situations

get g43 squads, make sure u have muntions and flame grenade and they kill the rangers from long range, one squad slows them/supresses them while the other picks the rangers off and if u want dump a grenade on them
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#91953

Re: Combat situations

Vampires & Goliath. Vampires show you units in a quiet big radius on the minimap so you know where the blob is.
I identify as a four-eyed bird man. /s
#91958

Re: Combat situations

LOL walki1 I like you avatar. Plants vs Zombies ^^

I don't think many players use Vampire :P  Especially not Goliath :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#91969

Re: Combat situations

Did you try it on a chokepoint map already?

I.E. Vire River Valley. Place one vampire at every bridge and set them up... You will even see a camoflaged sniper trying to cross on the minimap.
I identify as a four-eyed bird man. /s
#91975

Re: Combat situations

Someone please tell me effective tatic to counter sniper as Brits, yeah I knew recon squad can deploy marksmen but that's not enough. What I need to know is how to maneuvre units so I can minimum damage and counter snipers effectively. If some tatics depend on specific maps please use 1vs1 mapsas examples.
Thanks, I owe you guys this time.
I'm drunk now, I'm outranked you in philosophy.
#92016

Re: Combat situations

From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited September 28, 2011 at 10:44 PM by Fishhunterx

#92036

Re: Combat situations

Fishhunterx wrote:
From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?

you just ain't pro enough. easy way to tell if you're pro atm, if you look out your window and it's nighttime when you're reading this you're pro.
or possibly have a sleep disorder. maybe both.
#92037

Re: Combat situations

Mad wrote:
Fishhunterx wrote:
From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?

you just ain't pro enough. easy way to tell if you're pro atm, if you look out your window and it's nighttime when you're reading this you're pro.
or possibly have a sleep disorder. maybe both.


Ummmmmm.........are you okay? Anyways can someone else (besides mad hater who seems to be a bit strange 2day) answer my Q
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92050

Re: Combat situations

Stugs are utterly useless against the stronger Soviet tanks. However, a Stug will beat the light tanks, and unupgraded T-34s and KV-1s (assuming a standoff). The problem is that 85mm guns absolutely dominate it, meaning you are forced to tech somewhere else anyway to counter them.
If you get into an argument with me, you're wrong.
#92077

Re: Combat situations

Fishhunterx wrote:
From what I've been told get a bren carrier and a Recon squad. Charge it.
I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(.


1.) its very popular to upgrade all inf-squads with recon rifle... that way wehr has enormous problems to fight with snipers and must be very carefull since recon-squad can now detect cloaked units also while moving... recon-squad in bren is a classic and nearly works all time.. but good players are laying mines on retreat-path to stop following units chasing snipers
2.) Stug is not a tank, its an assault gun, what means it has a static turret... and thats the main problem. as russ tanks are very fast/mobile, stug is getting problems by getting flanked by russ tanks (even by t70)... imo stug is badest thing u can build as wehr vs russians. they are only usefull in groups and they need at least vet1... in general i think that wehr t3 is pretty lousy against russians.. i only build it when i have absolut map-dominance and enemy had build t2... imo best teching vs russians is still t1, heavy t2, t4 (for panthers)...
#92078

Re: Combat situations

Nebelwerfer come quite handy vs. Soviet hordes when you are outcapped and get not enough fuel to tech to tier4.
Also Pumas are good vs. soviet infantry. But as AT i would stick to T2 pak and gren schrecks.
#92167

Re: Combat situations

panthers, tigers and tank destroyers will beat the soviet armor. i wouldnt use at inf against soviets much because of the anti-inf the soviets get, only use vetted ones then.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#92289

Re: Combat situations

it does seem like soviet has more infantry centered gamplay. and i agree that Germany has more powerful armor. (in most cases) ;)
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#92302

Re: Combat situations

I have a Q. How do you get rid of MHTs if they are supported by Tank Busters and G43 PG? I cant use Armor and there were 2-3 TB squads and I think 2 G43 squads protecting it so using rifleman wasn't so easy :-\. I don't think I had enough muni for arty strike. I tried rushing it and died :'(. What do I do ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92303

Re: Combat situations

As which faction? As US it should be fairly easy to kill it with RR airborne or an M18. Without an ATHT, any vehicle should be able to evade the shreks and at the least, scare the MHT off. If you're Sov and he's clumping infantry around a MHT, build a firebase. A hit will actually instantly kill the MHT and misses should start hitting/forcing retreat on his support.

Also, depending on map, you can use AT guns to effectively take out a MHT if it's firing on something else.
If you get into an argument with me, you're wrong.

Last edited October 1, 2011 at 5:18 AM by GodlikeDennis

#92304

Re: Combat situations

How do you suggest killing it with US? Wont the M18 take time to kill the MHT? By then wont the shreck grens take it out? And wont the airborne be stopped by PG. They have slow ability and MHT can attack it to.

I don't mean to sound mean or anything. Im just wondering how you would solve these problems since IMO those would be the most obvious counters :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92308

Re: Combat situations

Fishhunterx wrote:
How do you suggest killing it with US? Wont the M18 take time to kill the MHT? By then wont the shreck grens take it out? And wont the airborne be stopped by PG. They have slow ability and MHT can attack it to.

I don't mean to sound mean or anything. Im just wondering how you would solve these problems since IMO those would be the most obvious counters :P


I can't think of what a MHT is... It's driving me insane, I just can't think of it.

What's an MHT again?
You bathe in the sunlight one moment, then your smashed against the rocks the next. What makes a man, is what you do next.


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#92309

Re: Combat situations

As US it's fairly easy to counter the MHT (Mortar Halftrack sidewinder :P). Hellcat will easily kill it VERY fast. Shreks really aren't a threat to any vehicles as long as you avoid them properly. Airborne, fired up, will not be stopped by slow and will kill the MHT quickly too.
If you get into an argument with me, you're wrong.
#92320

Re: Combat situations

GodlikeDennis wrote:
As US it's fairly easy to counter the MHT (Mortar Halftrack sidewinder :P). Hellcat will easily kill it VERY fast. Shreks really aren't a threat to any vehicles as long as you avoid them properly. Airborne, fired up, will not be stopped by slow and will kill the MHT quickly too.


TY for clearing that up :P. I thought slow down stopps everything, including fire up. I was under the assumption that slow down brings fire up to walking speed ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92448

Re: Combat situations

sidewinder its MOTAR HALFTRACK :P
This game is balanced in everyway. Every Army has its strengths and weaknesses and you use your strengths to attack the enemy's weakness. If both players know this,than it turns into a game of skill.
-FOXYJAGER
#92481

Re: Combat situations

I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92483

Re: Combat situations

GodlikeDennis wrote:
(Mortar Halftrack sidewinder :P).


Thank you.

FOXYJAGER wrote:sidewinder its MOTAR HALFTRACK :P


Yeah, Dennis told me.

Fishhunterx wrote:
I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???


Uhh, I thought there were only 2 at a time, but when they die they do come back after a while.
You bathe in the sunlight one moment, then your smashed against the rocks the next. What makes a man, is what you do next.


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#92484

Re: Combat situations

I once had a Brt CCS that had around 8-10 medics. I think it was b/c my allies were Brit and their CCS were destroyed and all their medics flocked to mine. But does the same happen to Ami or Wher? And how long till they come back from dead :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92495

Re: Combat situations

Each medic station (for every faction) produces 2 medics. If they die, they take around 20-30s to respawn but only to a max of 2. If there is another station within range that is closer to the action, the medics will migrate there, and drop off bodies there. In this way you can have a swarm of medics around a single bunker and can result in very fast collection. If a medic station dies and there is no other station within range, the medics disappear.

Because of the way the medic sharing works, you can build a large network of medic stations that don't need to be in range in order to mass collect. You only need 1 station in range in order for ALL your stations to be able to collect bodies from around it, and deposit them back to the closest station.
If you get into an argument with me, you're wrong.
#92503

Re: Combat situations

Kinda like in C+C where all the supply trucks flock to 1 supply center :P. TY for clearing that up :D
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92922

Re: Combat situations

this thread is getting alot of views :)
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#93246

Re: Combat situations

This is a more personal Q. But does anyone in more high ranked games(lets say 10+) use the MG bunker upgrade or medic station(US) ??? How about the Supply center upgrade? How about tank smoke cover? How about the Croc ???

I don't use the MG bunker, only the repair station or med station(Wher) but sometime I use the Medic station(US) if Im going infantry heavy or im expecting alot of casualties :P. Free rifleman is always a good thing ;D. Well usually.

I get the Supply center upgrade or smoke tank if I am floating resources or if my MP is low :P.

I dont see the croc tank alot. I might get it if Im winning jst so it can run around the enemy base burning things and then run away. But other than that I dont get it :'(

Another Q. When you buy either the supply yard up grade lvl 1 or 2 or the BAR upgrade, in the description it says "Rifleman gain Vet faster". I wanna know how much faster do they gain vet ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited October 8, 2011 at 12:15 AM by Fishhunterx

#93259

Re: Combat situations

Riflemen only gain vet a tiny bit faster, but a tiny change can make a world of difference when US vet is the strongest in the game. The upgrades will reduce the required kills by 2-3 AFAIK to get vet2/3 which can make all the difference.

While I don't personally use them as US, many people do seem to use them against me in high level 2v2ATs. I'm not sure if it's because they expect to need a larger blob or if they just build it to help out their Brit ally's CCS collect more. Medics can return bodies to allied med stations if they're closer and the Brit CCS is already scary effective.

MG nests can be useful in close VP games in combo with mines to HEAVILY delay an enemy from taking a VP. There are some awesome spots on ango for instance to cover both the high fuel AND the VP which can change games. It's important to realise that these nests still need supporting units though and will probably eventually die. Used at the right time though, it can make you pull ahead in the VP race.

You should aim for getting supply depot 1 upgrade very fast if you are going infantry heavy. It will save you a ton of MP in the long run and MP is the most important resource.

Croc is utterly useless. Normal sherman does the job better without risking itself to enemy fire. Tank smoke is rather useless, except in EF where the 105 sherman can actually FIRE the smoke rather than just eject it where it is. Targeted smoke is much more useful because you can support other units better.
If you get into an argument with me, you're wrong.
#93267

Re: Combat situations

Another Q. Can Scout Cars be used like Moto bikes or should they just be used for support and securing b/c in the last patch (2.602) they said "Scout Car detection radius increases to 9". Something like that. Can they now be used to hunt down snipers or would you advise against it ??? They seem like Jeeps only bigger :P


Also another Q. When you click to place a mine, you'll notice if you drag your mouse out a chain of mines appear. I always thought this was smart but apparently someone said if you do this all the mines will explode in a chain reaction(literally). Is this true and I should stick to placing mine by mine or can I place a chain of them???


In addition would you ever engage a PG squad alone with a rifleman squad. I treid it and lost :'(. Im not sure what I did wrong but he lost 1 guy and had 2 wounded and I lost 4 :o. I know distance and cover matter but lets say the PG were constantly trying to kite you and the rifleman keep advancing and there was equal cover. Which would win in a(sorta) fair situation like this? Should rifles just wait for reinforcements or chase after them ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited October 8, 2011 at 8:28 AM by Fishhunterx

#93408

Re: Combat situations

As PE, I use IHTs or ACs for sniper hunting, never scout cars. The damage they do is pretty pathetic vs snipers. You use scout cars for scouting (duh), back capping and pushing enemy units. They're not too useful otherwise. They can become decent if you lock them down though. Detection radius of 9 is pretty small and I think AC's match that radius. For comparison, the Soviet CS has a detection radius of about 20.

The mines will not detonate in a chain reaction but an out of control vehicle can keep detonating them for no benefit. A single well placed mine will usually do the job well enough but sometimes it can be advantageous to place a line (defending a wide open flank of your MG on ango for example).

A rifle squad will win 1v1 vs a PG squad in most situations. As the numbers increase on both sides though, the PGs will likely come ahead due to killing more and more rifles while they are charging. In the 1v1 battle, try to keep your rifles away from the PGs until you see that he is moving or in unfavourable cover. You have to pick the opportune moment to attack. Never attack stationary PGs in cover. If he's kiting backwards, chase him. He will fire 50% slower with 50% accuray while you will only have 50% accuracy. You do not benefit from yellow cover while moving so you should be able to deal some good damage. Be wary that he is luring you into a trap though.
If you get into an argument with me, you're wrong.
#93409

Re: Combat situations

Whats back capping ??? BTW I sorta made up the number 9 for detection radius, IDK the actual 2.601 radius now. I thought AC radius was shortened ???
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"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited October 9, 2011 at 3:38 AM by Fishhunterx

#93413

Re: Combat situations

The ac detection radius change was announced and posted as included but IIRC it wasn't.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#93414

Re: Combat situations

I think AC detection radius was 18 while scout car had none. If I remember right, both were set to 9 in 2.602.

Nope, just looked it up. Scout car now has 18 detection and AC has 9.
If you get into an argument with me, you're wrong.
#93417

Re: Combat situations

With that said (detection=18) should SC be used for hunting or does its gun suck too much to do any real dmg? Whats your opinion ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited October 9, 2011 at 4:38 AM by Fishhunterx

#93422

Re: Combat situations

I still just use ACs mostly. IHTs are effective as well because their weapon is VERY effective vs snipers but they don't have very much detection range. If you reveal a sniper with another method (Ketty most likely) the IHT is actually the most effective weapon against them. ACs have frustrating targeting priorities since they'd rather target anything BUT the sniper you're chasing.
If you get into an argument with me, you're wrong.