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[WM] Defensive Company Build Advice
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Topic: [WM] Defensive Company Build Advice (Read 10776 times)
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lionel23
Donator
Posts: 1854
[WM] Defensive Company Build Advice
«
on:
June 08, 2010, 09:42:28 am »
Okay from reading of the other other posts, I wanted to ask veteran Defensive players how one should run the following company that I plan to run.
Unlocks: Military Intel, Officer, Optics, and Wehr Triage
Doctrine Choice: Fatherland Defense (20% HP to all units)
Now from what I glimpsed at a comment in one of the recent threads about someone saying Defensive was the all around better doctrine for Wehr, I also read that the company should focus more on vanilla grens with optics over LMGs? Is there anything else I should know from anyone who ran the above company? Do you rely on shreks or Paks, what sort of tanks do you run with the above, etc, would really like the input, thanks!
«
Last Edit: June 11, 2010, 12:18:28 pm by Unkn0wn
»
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
gamesguy2
Honoured Member
Posts: 2238
Re: Defensive Wehr Army Company Build Advice
«
Reply #1 on:
June 08, 2010, 09:48:04 am »
Optics is crap, take the 88 or FTFL.
Movable paks are still great if you go for that t2, otherwise defensive tends to be very vanilla. Gren spam with standard support weapons and P4s or stugs.
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #2 on:
June 08, 2010, 09:50:46 am »
I think Mys was swearing it was good with an 80% accuracy bonus on top of all doctrine abilities and the officer though.
What would you kit on the Grens? Vanilla? Grenades? Any shreks?
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Defensive Wehr Army Company Build Advice
«
Reply #3 on:
June 08, 2010, 09:51:17 am »
I used to play with 2 grens on the field plus 1 officer, and use the T3 officer aura unlock. With scopes.
1 gren has the usual kar, the other squad gets a LMG, keep the officer around. This way you win at long range aswell as short range. Always stay in cover, get a quick medic bunker so you can keep healing all the time. That way you can easily rape a lot and get high amount of kills on your grens.
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47k new all time record?
Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Unkn0wn
No longer retired
Posts: 18379
Re: Defensive Wehr Army Company Build Advice
«
Reply #4 on:
June 08, 2010, 09:52:51 am »
Wehrmacht triage is terrible
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #5 on:
June 08, 2010, 09:58:43 am »
I'm an infantry player, used to having that healing center. And with it could keep allied infantry alive longer (storms, KCH and other bigger HP units). If not for myself definitely for the team. I'm going to get it
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Defensive Wehr Army Company Build Advice
«
Reply #6 on:
June 08, 2010, 10:05:53 am »
Quote from: Unkn0wn on June 08, 2010, 09:52:51 am
Wehrmacht triage is terrible
Its works fine, however I do think it costs too much. Its 3 pop, compared to US Traige 2 pop, a lot more muni cost than the US Triage and the US Triage is a T1 whereas this one is a T3.
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #7 on:
June 08, 2010, 10:08:27 am »
3 pop is a bit high I would agree. If anything I think a T2 unlock for it would be more reasonable, and it's not THAT much more than a US triage, only 20 MU more.
Just sucks having to play to lvl 7 to get a team healing.. it's like playing airborne... urgh!
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CafeMilani
Aloha
Posts: 2994
Re: Defensive Wehr Army Company Build Advice
«
Reply #8 on:
June 08, 2010, 10:11:27 am »
no its like playing axis. deal with it!
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EliteGren
EIR Veteran
Posts: 6106
Re: Defensive Wehr Army Company Build Advice
«
Reply #9 on:
June 08, 2010, 10:17:49 am »
If you go for Scopes get double schrecks, it's a must. I used to have 4 double schrecks with scopes + Officer + Fatherland defense (which also includes defensive positions which grants you an additional +15% accuracy).
In the end you have RR like double schrecks with huge damage output, the enemy will mark them as high priority targets so keep them supported.
«
Last Edit: June 08, 2010, 10:19:21 am by EliteGren
»
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Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
gamesguy2
Honoured Member
Posts: 2238
Re: Defensive Wehr Army Company Build Advice
«
Reply #10 on:
June 08, 2010, 10:24:59 am »
Quote from: lionel23 on June 08, 2010, 09:50:46 am
I think Mys was swearing it was good with an 80% accuracy bonus on top of all doctrine abilities and the officer though.
What would you kit on the Grens? Vanilla? Grenades? Any shreks?
K98s have high default accuracy, increasing accuracy to beyond 100% doesn't do anything for you when the other guy has to charge anyways.
Accuracy boosts are best on weapons that have low accuracy by default, LMGs, shreks, etc.
And if you're going fatherland defense and unlocking the officer, definitely drop scopes for the dual shrek unlock. A supervised double shrek squad is extremely devastating, especially with the accuracy buff from vet 2, the doctrinte t2, and the officer.
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #11 on:
June 08, 2010, 10:43:48 am »
Hmm may have to try that, though I also really wanted the triage too =(
What's accuracy of shreks at long/medium/short range by default? And what would it be with the officer, optics, and T2 doctrine? We talking really high accuracy here?
And also, doesn't higher than 100% accuracy help you overcome vet dodge and cover bonuses too?
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CafeMilani
Aloha
Posts: 2994
Re: Defensive Wehr Army Company Build Advice
«
Reply #12 on:
June 08, 2010, 10:52:03 am »
Quote from: lionel23 on June 08, 2010, 10:43:48 am
Hmm may have to try that, though I also really wanted the triage too =(
What's accuracy of shreks at long/medium/short range by default? And what would it be with the officer, optics, and T2 doctrine? We talking really high accuracy here?
And also, doesn't higher than 100% accuracy help you overcome vet dodge and cover bonuses too?
l2use C0rsix' mod studio
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #13 on:
June 08, 2010, 10:52:49 am »
Currently can't access corsix mod studio where I am.
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CafeMilani
Aloha
Posts: 2994
Re: Defensive Wehr Army Company Build Advice
«
Reply #14 on:
June 08, 2010, 10:55:36 am »
long .35
medium .75
short 1
so they'd hit at least at medium range almost always
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: Defensive Wehr Army Company Build Advice
«
Reply #15 on:
June 08, 2010, 11:07:51 am »
Are the +3.5m sight bonuses of
advanced optics
and
advanced warning
accumulative?
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Pwanawan baby!
lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #16 on:
June 08, 2010, 11:08:30 am »
Wait a second, say we have a double shrek squad aiming at a tank at long range.
That's 35% accuracy then. T3 defensive doctrine "Defensive Positions" adds 15% accuracy but only in a building or trench, if you're in normal cover you get no bonuses (which kinda sucks). Optics adds 12% accuracy on top of that, and I believe the officer adds 25% when supervising?
So the math should be like this then...
35% accuracy with 15% T3 boost = 40.25% accuracy
40.24% accuracy with 12% optics boost = 45% accuracy
45% accuracy with 25% officer boost (If I am correct in his percentage) = 56.35% accuracy boost.
56.35% accuracy with vet 2 accuracy bonus on grens = 64.8% accuracy
Now if the officer boost is correct, that's not too bad, but that T3 only does accuracy in buildings and trenches, while the steady sights off US is based on cover... even though it does make the grens harder to hit when in cover with the inate T3 dodge bonus. Looks like optics is a must then if you're doing double shreks?
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EliteGren
EIR Veteran
Posts: 6106
Re: Defensive Wehr Army Company Build Advice
«
Reply #17 on:
June 08, 2010, 11:10:45 am »
Quote from: lionel23 on June 08, 2010, 11:08:30 am
Looks like optics is a must then if you're doing double shreks?
Yep, read my post before. Scopes and double schrecks benefit each other so extremely well it would be a waste to get one without the other.
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #18 on:
June 08, 2010, 11:12:57 am »
True but would mean I'd have to pass on the healing center which I'm relucant to do
Has anyone used the wehr triage a lot to give their opinion on that?
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smurfORnot
EIR Veteran
Posts: 4715
Re: Defensive Wehr Army Company Build Advice
«
Reply #19 on:
June 08, 2010, 11:14:52 am »
I only saw 1 or 2 players use it,and I played 'alot' with axis...there are better choices,especially since it's t3...
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