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3
WHERE MY MOD ON TAIWAN ???
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XZ114514
10
Price/usefulness of infantry and their transport
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Puni$her
oddball původně napsal:
Troopers aren't "punching bags" they're a high quality ATGM squad that is tough enough to fight off enemy line infantry when in a building and can't be dived because they have AT4. They can also disengage because unlike pretty much every other ATGM squad they get smokes. There aren't really punching bag squads. Squads should be running tf away ASAP after engaging, not waiting to be shot.
I have mixed feelings with this one, 2 javelins shots = two times APS triggered because reload time and fly travel also suppresion because squad is already being shot at. I don't know much about diving inside buildings with "door breachers" but I have mixed feeling that those 400mm pen at4 can do anything to barbaris, maybe a mobility kill (since handheld AT launchers I believe have some extra crit module chance). Ok so inf should run away, so they are bad even at holding ground? Like let's say I will bounce back two times because I used moto transport so I arrived early, I wounded one inf squad, damaged one vic and destrozed another. Both of my squads lost three members, I deal even less damage and I lost entire advantage of arriving early, I lost advantageous position (let's say some tall building) and later I will have to counter attack with infantry. Mixed feelings.

oddball původně napsal:
Delta have flashbangs. Flashbangs stun any unit within 2 meters of the squad (effectively inside the same building). They aren't a forest squad, they're a building clear squad. An extremely good building clear squad although 2x pararescue do the same job even better. What you want for forest fighting is squads with thermobarics, incendiaries and similar. Shotguns are generally building clear but can also be solid on forest squads. Your ideal forest squads are something like combat engineers or mech engineers or shturmoviki which have lots of launchers for alpha strike potential. You also want some high end AT infantry like NGWS/MAWS/morskaya/batman but you also generally want these guys for clown cars to its a tradeoff.
They have one use of those bangers, after that they are just 300m close range dps. Well they are damaged 300m dps because they always lose a member or two during assault. I will try the tip with HE dps launchers in forest but I have a feeling that single tank will stop it but I will try.

oddball původně napsal:
Manpads come in three varieties
* double launcher manpads: able to defeat heli in pair very efficiently thanks to high volume of fire
* extra long range: generally a good support asset to finish off heli that have eaten a shot from shorad
* single launcher stnadard range manpad: budget air defense option, not to be relied on but generally get access to great transports

The actual heli deleter is your shorad systems in the support tab. If you pop radar on they can smack it from well out of range with hellfires.
nothing to add to manpads, those are the most useful from inf tab. I disagree with support being dedicated hilo killers, 2s38 and mtlb aa variant cannot survive a single hellfire missile, 14hp is their max HP I believe. US vic shorad is better due to better HP pools but most of the time it does not matter because kamov with high armor and ecm will most of the time destroz them

oddball původně napsal:
You talk about deploying your infantry in trucks and largely ignore IFV/transports as an option. Not to put too fine a point on it but this is just ass backwards for how the game actually works. While trucks can be a useful way to cart defensive (your troopers and atgms) or inconveniently large (marine raiders) squads up, most of the time you want to be thinking about stacking multiple squads in a high capacity transport (ideally 12 seat or 14 seat) which can jump out into a building or on top of an enemy vehicle. The classic example is AMPV with double raws or double rrc or double pararescue or pararescue + rrc. Coastal's BT3F is the RU equivalent altho it's pretty common for RU players to use barbaris + sso or barbaris + batman in similar ways because the squads are so flexible and powerful.

I realize that sounds pretty weird but that's how things work. Transports are durable and hard to hit with arty and the squad takes no damage/cohesion loss when the transport explodes so the ideal way to use them is to keep them in the transport until you need their weapons.
It does sound weird, fact that inf squad takes barely any damage when vehicle is destroyed is as bizzare as ifv and tanks inside dense forests. I don't know if i understand a second part of the using infantry wrong. You mention ampv, ru marine tranport, also amtrack I assume. You talk about using that transport to just bum rush an expensive unit, dismount on top of it, kill it, you might run away or get wasted. It sounds like "you should exploit the fact that transport explosion does not kill the dismounts inside it"

oddball původně napsal:
When using ATGM in city you put everything on hold fire so it doesn't reveal itself with noisy shooting and only take it off when you've got em where you want em. Even sticking behind a building can be a good idea to ensure they can't be seen til you're ready to engage. Once they shoot that's it, out of the building and sprint to the next spot.
I will try that
17
PC players are fast-food for the aim-assist console players
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Steak
8
Startup crash. Troubleshoot
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Garudan
54
3
Why do devs think we gamers want to play as black colored ugly strong boss woman lmao
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Lord Tony
11
My mouse can not click on the menu, new game, continue ....
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[369] Will
15
3
Version 1.46.0: Patch Notes
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Trainwiz
Ve fóru „RimWorld Obecné diskuze
1
Only Ninety-Five Mods and Already Half Hour Loading!
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Cormac
98
1
mossborn hydra is annoying
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anaris
1
Added all system resolutions to the options screen NEEDS PATCHING!
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Юрий Пенкин
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