General Information
Register Time: 10 Oct 2015, 06:31 AM
Last Visit Time: 12 Mar 2016, 21:28 PM
Steam: 76561198023715278
Birthday: 1995-10-17
Residence: Canada
Nationality: Canada
Timezone: America/Edmonton
Game Name: Hat
The Kv2 is tougher and has a lower pop but perhaps its massive turret deserves some love? Its armor isn't the best and it has pretty much no mobility....
Magpie842 made some good points in his video about the proposed changes, namely:
- Removing suppression from the Kubel and the Lieg leaves OKW with no native suppression ability which is a bad thing.
The problem is when the conscript and rifleman reach terminator vet and completely outscale the axis infantry. It is more of a problem with the terminator vet.
USF is supposed to have better infantry because of their shit armor. Conscripts at Vet 3 are no match for any of the Vetted Axis infantry and only stand a slim chance when armed with ppsh at close range.
You should lose if you charge them straight on. They're available right from the start so having them just sweep aside any infantry by just charging them would be Op.
No that was not what I said. Even when you land a good flank, you will be crippled earlier than the squad you are facing (except for stray weapon crews). If those are guarded you will take heavy losses without doing that much
This is clearly untrue. Solo squads beat infantry sections and conscripts at close range and 2 squads beat rifle infantry.
Yes sweepers are important, and yes you should be actively checking areas for mines frequently, but it is very hard to do in smaller game modes where units are frequently split up into single unit groups and you simply cannot micro that many men.
Use arty to clear mines. Use vehicles to clear mines. Use infantry to clear mines, etc.