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Register Time: 3 Feb 2018, 03:31 AM
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A few things, some of which I've longed for the whole time:
1. (And most important): the first cache, munitions or fuel, costs 200 manpower, but any more caches cost 250 manpower. This encourages players to pick a vital strategic point to secure and improves counterplay against harassment, particularly in the early game.
2. Improve Penal Battalion late game flexibility: penal squads for the soviets can initially upgrade with 2x AT rifles. They can upgrade with the flamethrower once the mechanized armor kampaneya is built, both AT rifle and flamethrower upgrades are mutually exclusive.
Six man flamethrowers were absolutely shit to play against.
well gamers I found my own solution, AE's are great. the flamer they get and their close range prowess means any rushing Pgrens through the smoke get blasted, giving time for the burning/nading/demo or if they reposition I can just yeet another smoke and keep pushing (if the AE's survived) then the CPT and 1x rifle get bars and act as ranged overwatch with the RE being the designated Bazooka team with AT gun support.
yeah and all the clowns saying "LeArN tO pLaY" when I was just asking for STRATS TO HELP MY SITUATION
your advice sucks cheeks, Armor Company all day every day todos dias
Answering main question as thread is to large to read.
KT is in a good spot, people just don't seem to understand how to use it. as it's really hard to get, and it happens so late that it doesn't see much action.
If you are talking 4v4s, you have to take the entire match into account.how is your enemy playing, how your allies are playing. and so forth.
In 1v1s i feel it's really strong, vunerable with how much of a slug it is, but really strong. and if you lose it you probably did something stupid, you threw it for a win, or you got bad RNG
Other team game formats it sits nice.
I think if you're going to assume people don't know how to use it, then maybe you should also take into account that you've probably never used it in a high level match. At least w/ a JT or an Ele they can range out threats or have a much larger screen. A KT is pretty close to the action and these days they're just bait to get rammed and bombed. Or buttoned and bombed. Or just ground down by range 60tds. They just can't get out of the shit they have to get themselves into.
Psst, let me in you on a little secret: Unit arrives faster now, because it is not as strong as it used to be.
Did you come up with this 'secret' before or after you realized you could replace a single shrek on pgrens?
Since a lot of us have actually turned the game on since 2014, you might be surprised to know that pgrens have mostly only been buffed besides a constant reshuffling of their g43 profile.
Having to invest less resources and getting a unit faster doesn't make it better at all. Let's put p4s in t2 and apply your drug free logic to that as well.
I think nonstop bombardment is pretty ridiculous, so i'm happy with the current state of them. I don't use them ever so it's probably not the most accurate or worthy statement about howitzers though.
If you didn't use them before then you will never want to. They're simply not worth the risk of not having a heavy. I dunno if that's a problem specifically with heavies though. I think a lower popcap so buying two is what you'll need to achieve their prior rate of fire without taking 30 popcap would work.