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Author Topic: Riflemen callin sizes.  (Read 5885 times)
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TheVolskinator Offline
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« on: June 01, 2011, 02:53:53 pm »

A short, simple question: is it *generally* more effective to call in riflemen specifically in groups of 3 (15 pop), or groups of 2 with an attached MG (making up for loss of firepower; 13 pop)? I want to know what'd be the best way to spend resources, 3 rifles do OK but can get overwhelmed by inf blobs, wheras 2 rifles get the dog shit beat out of them if they dont have heavy cover.
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PonySlaystation Offline
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« Reply #1 on: June 01, 2011, 03:08:09 pm »

2 BAR riflemen + 1 HMG is a good combo. You don't need more firepower than that.
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RikiRude Offline
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« Reply #2 on: June 01, 2011, 03:12:41 pm »

he's probably looking for something less mu heavy though.

depending on what you are using them for, mg and 2 rifles if you are defending a position or moving up slowly.

but 2 rifles one with a nade is great for taking out mgs or atgs then stealing them.
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AmPM Offline
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« Reply #3 on: June 01, 2011, 03:14:56 pm »

There is NO reason not to have BARs on all your Rifles.

14 Rifles Squads with BARs, some with nades too; 2 HMGs, 3 Mortars, 5 ATGs, 6 M10's, Engie with Triage, 2 Jeeps

Good to go.
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TheVolskinator Offline
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« Reply #4 on: June 01, 2011, 03:48:31 pm »

I was going to go 1x MG, 1x BAR+sticky, 1x nade for my roflmenz. And Riki's right, I had 4 shermans with a good amount of XP between them and no MU to spend on upgrades--I found out the hard way that cost-cutting and using riflemen zooks isnt the way to go; ended up getting them killed faster then if id left them on AI duty thanks to the low HP/man making flanking shots at tanks a joke. I removed all the zooks and had 640 MU sitting around doing nothing. So now Im splitting it between tanks and between MGs and *carefully* planned rifle upgrades.

EDIT: On the note of good resource management, is two 105s a good idea? (105 movement is gone from the L&L descript, so I assume they cant move anymore?)
« Last Edit: June 01, 2011, 03:53:01 pm by TheVolskinator » Logged
Unkn0wn Offline
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« Reply #5 on: June 01, 2011, 03:56:26 pm »

Personally I only call in my infantry and support weapons in groups of 2 units (Either 2 infantry type units together or 1 infantry and a support team), it's a little more flexible than in groups of 3.
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Tymathee Offline
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« Reply #6 on: June 01, 2011, 04:36:37 pm »

same, i generally go with dual infantry call ins. Unless you dont have a lot of call ins, going with 3 and 5 pop call ins are fine but if you think you may have a lot and at the end of the game get up to 60 second call ins, go for 8-12 pop call ins of infantry

back in eir 1.6 i used to have sticky rifle + atg call ins my bars came in with hmgs and all the rest of my infantry had nades, was quite fun.
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Demon767 Offline
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« Reply #7 on: June 01, 2011, 04:54:47 pm »

in my belief, dual infantry call in with support weapon and tank = optimum micro you can exert against any build.

out micro your enemy with skill instead of spamming the correct counter.
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Poppi Offline
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« Reply #8 on: June 01, 2011, 09:54:56 pm »

Favorite call in

1 inf with bar, and if vet sticky for sure.

and 1 inf with grease gun.

Suppressed plus rape with grease guns equals win against most basic inf.

No need for HMG unless to defend. Which again. HMG to suppress and grease guns to finish the job.
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spinn72 Offline
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Posts: 1802



« Reply #9 on: June 01, 2011, 11:19:16 pm »

Why the hell would you have BAR's in the same callin as a HMG? You'd have two suppression tools.. Unless you have literally NO AI on the field at all, this is a waste..

I like to pair up my HMG's with rifles that have nades. TBH blank rifles + HMG should be enough to stop enemies from advancing, if you have a tank around too then you should be pretty good.
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TheVolskinator Offline
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« Reply #10 on: June 02, 2011, 12:58:29 pm »

With the 2.602 changes the MG has a very short pack/unpack time. And that allows for two less pop that can be used to (example) fit in a sherman instead of an M10. The ami MG is also used to boost DPS, not suppression. Tbh, I dont give a crap about suppressing an enemy squad--I want to pile on the damage as quickly as I can and kill it or force a retreat--unlike suppression there's no recovery threshold for death Wink. I use bars strictly for DPS, SF is...well, I love quads and sherman mgs. Nuff said. SF for me is only an 'oh shit' button vs. a megablob of KCH or something retarded like that.
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Mister Schmidt Offline
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« Reply #11 on: June 02, 2011, 01:12:36 pm »

We don't have those changes yet you know
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Unkn0wn Offline
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« Reply #12 on: June 02, 2011, 01:27:54 pm »

I'm not sure if pack-up time on support weapons is RGDs or hardcoded actually. (I vague remember someone telling me it was hardcoded, a while back) If it's hardcoded, it would mean that it was automatically transferred over to EIR.
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Mister Schmidt Offline
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« Reply #13 on: June 02, 2011, 02:08:08 pm »

Well I can edit pack up time through RGD's in my mod so I would assume it's not hardcoded.
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Mysthalin Offline
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« Reply #14 on: June 02, 2011, 02:17:41 pm »

There is NO reason not to have BARs on all your Rifles.

14 Rifles Squads with BARs, some with nades too; 2 HMGs, 3 Mortars, 5 ATGs, 6 M10's, Engie with Triage, 2 Jeeps

Good to go.

Good to be boring as hell and therefore shunned forever!
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #15 on: June 02, 2011, 02:20:22 pm »

Yes, ^ unknown you can change packup time of ALL support weapons and even the PICKUP time of paks and other such units.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: June 02, 2011, 04:00:43 pm »

It will look retarded though because of the animations
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8thRifleRegiment Offline
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« Reply #17 on: June 02, 2011, 04:14:38 pm »

Lmao yea
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