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Now for my question. What kind of place blocks youtube aside from school buildings and I guess some work stations?
China.
Actually, Red China.
I don't believe that players in the Republic of China have such restrictions.
3. FMGs are basically buffed HMGs. It can deal respectful damage even at the edge of the diagonal, it has an enormous capacity to keep up continous fire, and it spews twice as much dakka per bmat. It comes at a cost of basically needing a pair of players to work efficiently.
4. You can breach any defense with enough sulphur.
Any unattended defense.
Structures without humans around to defend them are just targets.
HMG can make all the difference in a stand off. Especially if you slow walk up with 20+ clips and just constantly chew up the enemies defenses.
Positive, rifle ammo works too. The closer you are the more damage you do, but you can definitely take them from long range. Make sure youre actually hitting it and not shooting over.
Are you sure you were out of range and not just suppressing it? I found st the roughly 30 to 20 meter range foxholes get it takes more like 3 belts to chew one... that being said make sure you burst fire whenever possible to try and make sure all rounds are on target. The only time you should fire continuously is against a clump of 3 or more enemies as the shots that do go wide are bound to hit someone else.
Weapon Damage:
https://steamcommunity.com/sharedfiles/filedetails/?id=1101211412
Structure Health:
https://foxhole.gamepedia.com/Structure_and_Building_Health
About 22 damage at range for HMG against 1500 HP for a foxhole. 1.36 clips if every bullet were to hit, of course a lot are misses. No idea how accurate these numbers are, but I'm pretty sure it was 2-3 clips when I was clearing them last night.
Sometimes breaching a line of foxholes is part of a rapid assault and to do so with fire arms would take more time and draw more enemy attention then a well coordinated grenade rush
2 - A tank is a cannon on tracks, and nothing else. They are poweful siege weapons but only when supported by infantry or half tracks. Their gun does significant damage but with a small blast radius. They are best deployed when assailing an entrenched enemy. You may have seen a Half Track, which is basically an armoured truck with an HMG mounted on top, even uses the same ammo as an HMG. The Half Track (or HT) is the ultimate infantry support weapon, being used for hunting down infantry, demolishing static defences with ease, or engaging enemy vehicles. No good push goes without one.
3 - The Field Machine Gun (FMG) is more accurate, powerful, and duarable than an HMG gunner, but requires co-ordination between a driver and gunner to effectively deal damage. It has a much narrower field of fire than even a prone HMG, but it's much more powerful and sports an impressive 200 round box magazine for sustained suppressive fire.
4 - The best answer to a heavily entrenched enemy is a Mortars, Howitzers, or Field Artillery. These three artillery pieces are the premier tool for breaching stubborn defence lines. Mortars are man-portable shell-droppers with a short range, mainly used for destroying close by dug-in enemies as well as Anti-Tank turrets which vehicles can't approach. Howitzers are static guns that can drop a shell over any cover at long range. They are best deployed when besieging a large town, as their shots have a large spread making them ineffective at destroying small defensive emplacements, but excellent for kncking out lartge static targets like garisonned houses, town halls, and outposts as well as clearing enemy infantry with their large area of effect. They also boast an impressive rate of fire. Field Artillery Guns are similar to FMGs in that they require 2 men to operate (ideally a third player to spot targets). They have a slightly lower rate of fire than a howitzer and the same range, but are mobile and deal more damage. However, their shells are launched over a lower trajectory and can be intercepted by buildings other than their target such as walls.