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[WM] Defensive Company Build Advice
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Topic: [WM] Defensive Company Build Advice (Read 10774 times)
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EliteGren
EIR Veteran
Posts: 6106
Re: Defensive Wehr Army Company Build Advice
«
Reply #20 on:
June 08, 2010, 11:17:26 am »
It's a waste right now. For 140 munitions you can get around 7 medkits and heal at the frontline. I've tried a no medkit Medbunker build and it was simply fail because once it is found it gets either offmaped or constantly shot at by onmap howitzers which bring it down very fast.
Not to forget how much time you need to run back and forth to heal, ontop of not being able to heal at the frontline, thus causing you to take casualties you wouldn't have with medkits. (!)
Logged
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
BigDick
Guest
Re: Defensive Wehr Army Company Build Advice
«
Reply #21 on:
June 08, 2010, 11:19:30 am »
i think it heals very slow too
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lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #22 on:
June 08, 2010, 11:21:53 am »
Guess I'll drop the triage and take advanced optics. Thanks guys.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Unkn0wn
No longer retired
Posts: 18379
Re: Defensive Wehr Army Company Build Advice
«
Reply #23 on:
June 08, 2010, 05:28:35 pm »
Here's why the triage bunker is probably not a good idea:
It's a tier 3, it's more expensive than a triage center, it heals slower, it can not be garrisoned by units, takes 3 pop (triage is 2) and it goes down rather quickly, despite being a bunker. You're probably better off spending 140 munitions on medkits for your most important units.
That being said, it will probably receive some lovin' soon.
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gamesguy2
Honoured Member
Posts: 2238
Re: Defensive Wehr Army Company Build Advice
«
Reply #24 on:
June 08, 2010, 06:07:58 pm »
Quote from: lionel23 on June 08, 2010, 11:21:53 am
Guess I'll drop the triage and take advanced optics. Thanks guys.
I think you will regret not taking the triage when it gets buffed next patch.
Med kits do not heal your allies, nor do they heal your support weapons unless you plan on spending 300+ munitions equipping every single squad with them.
Scopes really sucks.
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puddin
EIR Veteran
Posts: 1701
Re: Defensive Wehr Army Company Build Advice
«
Reply #25 on:
June 08, 2010, 06:17:28 pm »
Well the Medic bunker is not so much of a Just for me type building, its definitly a team tolo., Such as Overwhelm and Joint operations where team bonus are involved... Yes tey are minor... Sometimes to minor... OF buffs but it helps the team in the overall.
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Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
Rocksitter
EIR Veteran
Posts: 495
Re: Defensive Wehr Army Company Build Advice
«
Reply #26 on:
June 08, 2010, 06:45:58 pm »
Good thing I did...
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Tymathee
Donator
Posts: 9741
Re: Defensive Wehr Army Company Build Advice
«
Reply #27 on:
June 08, 2010, 07:10:54 pm »
Quote from: gamesguy2 on June 08, 2010, 06:07:58 pm
Quote from: lionel23 on June 08, 2010, 11:21:53 am
Guess I'll drop the triage and take advanced optics. Thanks guys.
Scopes really sucks.
then why is it a t3?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Mysthalin
Tired King of Stats
Posts: 9028
Re: Defensive Wehr Army Company Build Advice
«
Reply #28 on:
June 08, 2010, 11:17:52 pm »
Scopes doesn't suck all that much, gamesguy - it's somewhat inferior to other T3 unlocks of it's kind, but it stacks awesomely with all the accuracy buffs in defensive.
Personally, lionel - I've went for double T3s with a grenspam build like that. Top and Middle ones. The reason for that being simple : my officer could now superivse me when inside a building /trench via the aura, which helps a LOT. Sure, you can take the 20 percent more health for more survivability against sherman shots(you begin able to shrug one off), but I just found being able to buff all my grens at once with the officers to be better.
I also agree with elitegren - take double shreks. It's really awesome when stacked with all the accuracy buffs and scopes.
FTFL is absolutely amazing, too : you should honestly consider taking it over military intelligence(since you'll have one extra point with medibunker being forgone).
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BigDick
Guest
Re: Defensive Wehr Army Company Build Advice
«
Reply #29 on:
June 08, 2010, 11:51:42 pm »
Quote from: Tymathee on June 08, 2010, 07:10:54 pm
Quote from: gamesguy2 on June 08, 2010, 06:07:58 pm
Quote from: lionel23 on June 08, 2010, 11:21:53 am
Guess I'll drop the triage and take advanced optics. Thanks guys.
Scopes really sucks.
then why is it a t3?
because its a wehrmacht ability and not an US ability. they are meant to be just slightly buffs and no ultimate raping doctrine choices US gets
Logged
lionel23
Donator
Posts: 1854
Re: Defensive Wehr Army Company Build Advice
«
Reply #30 on:
June 09, 2010, 05:47:23 am »
Quote from: Mysthalin on June 08, 2010, 11:17:52 pm
Scopes doesn't suck all that much, gamesguy - it's somewhat inferior to other T3 unlocks of it's kind, but it stacks awesomely with all the accuracy buffs in defensive.
Personally, lionel - I've went for double T3s with a grenspam build like that. Top and Middle ones. The reason for that being simple : my officer could now superivse me when inside a building /trench via the aura, which helps a LOT. Sure, you can take the 20 percent more health for more survivability against sherman shots(you begin able to shrug one off), but I just found being able to buff all my grens at once with the officers to be better.
I also agree with elitegren - take double shreks. It's really awesome when stacked with all the accuracy buffs and scopes.
FTFL is absolutely amazing, too : you should honestly consider taking it over military intelligence(since you'll have one extra point with medibunker being forgone).
See I originally wanted to do double T3s, but if I do that I can only get a T2 or two T1s.. which means either no officers and double shreks OR Officers and Mines/MI and no double shreks. Guess I'm still trying to decide then... so how would you do this then? Would you skip officers for the doulbe shreks or how would you choose it Mysthalin?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Defensive Wehr Army Company Build Advice
«
Reply #31 on:
June 09, 2010, 05:49:36 am »
Doctrine choises tree :
Defensive Positions T3 and Senior Officers T3 Ready Munitions T1(take it last - not that much use for your coy, taking it just for the sake of taking it).
Unlock choises tree :
Officer (1 PT)
FTFL (2 PTs)
Equipmental Surplus (2 PTs)
Improved Optics (3 PTs)
8 PTs total.
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Uunderfire
EIR Veteran
Posts: 206
Re: [WM] Defensive Company Build Advice
«
Reply #32 on:
June 23, 2010, 04:32:11 pm »
I'd like to play an arty ability build , so I'm gonna take flak/walking stuka and arty rocket ( I don't remember the exact name), I'll take the bottom abilities for the flak barrage. But for the doctrines unlocks, with my 2 remaning points what should I take ?
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Tymathee
Donator
Posts: 9741
Re: [WM] Defensive Company Build Advice
«
Reply #33 on:
June 23, 2010, 04:36:31 pm »
what do u have now for doc choices?
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