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Poll
Question: What would you upgrade veteran Riflemen with?
Upgrade w. BARs - 3 (9.7%)
Upgrade w. 3 BARs - 11 (35.5%)
Upgrade w. Grease Guns - 3 (9.7%)
Upgrade w. Bazookas - 5 (16.1%)
Upgrade w. Sticky Bombs - 9 (29%)
Total Voters: 31

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Author Topic: [US] Riflemen upgrades  (Read 13365 times)
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #20 on: September 09, 2012, 09:28:54 pm »

Vet 2 squads get stickies or bars because of the range/accuracy thing, anything below this usually gets nothing but grenades or bazookas. These can deal a lot of damage without caring about the vet of the rifle squad (0) and letting them expire on the field.

Greaseguns I haven't played with that much, but given how weapon retention and incoming damage at short range works I think this is a vet 1 and above upgrade as well.

If you don't have any vet it's all good, but bars alone on unvetted riflesquads usually do not get much work done. They can be beaten by regular grenadiers with medikits if the grens are just allowed to start the engagement from max range, and even if the grens retreat at 1 man the rifle squad is usually crippled for a much lower munitions cost..
« Last Edit: September 09, 2012, 09:44:03 pm by Smokaz » Logged

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aeroblade56 Offline
Development
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Posts: 3871



« Reply #21 on: September 09, 2012, 09:39:48 pm »

i agree with smokaz. i get more kills with a grenade then i could with a bar. its more cost effective and you can take out mgs.

I tried running triple bars recently and greaseguns and it just didnt feel like they packed a punch. Now i remember why i use tommies.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #22 on: September 10, 2012, 11:16:03 am »

I knew there was something to mass pineapples and stickies w. vet+officer buffs!

Was bored. Ran numbers. So with allied grit, riflemen go from 55 to 65 health per man. With Vet1, they gain received damage 0.85 which could roughly be translated to Health 1.15. 74.75 HP/man. With Vet3, they gain Health 1.1. 82.225 HP/man. Squad health 493.35. Lulz.
« Last Edit: September 10, 2012, 11:53:42 am by TheVolskinator » Logged

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aeroblade56 Offline
Development
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Posts: 3871



« Reply #23 on: September 10, 2012, 12:15:33 pm »

I knew there was something to mass pineapples and stickies w. vet+officer buffs!

Was bored. Ran numbers. So with allied grit, riflemen go from 55 to 65 health per man. With Vet1, they gain received damage 0.85 which could roughly be translated to Health 1.15. 74.75 HP/man. With Vet3, they gain Health 1.1. 82.225 HP/man. Squad health 493.35. Lulz.

just remember those are vet 3 and that all goes down the drain with a terror sniper. lulz.
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skaffa Offline
Honoured Member
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Posts: 3130


The very best player of one of the four factions.

« Reply #24 on: September 10, 2012, 12:28:59 pm »

What good is all that hp when you're not going to use em anyway...
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TheIcelandicManiac Offline
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Posts: 6294


« Reply #25 on: September 10, 2012, 02:50:55 pm »

i miss flamer rifles.

I know right, when they were in most people i talked to said they were useless, now when i said that they should add them back in they say that they are OP.
Not even joking.

They should at least be added back as Reward cards tbh.
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Poppi Offline
EIR Veteran
Posts: 1080


« Reply #26 on: September 10, 2012, 07:40:05 pm »

just remember those are vet 3 and that all goes down the drain with a terror sniper. lulz.

or oak KCH squad or assault ability.
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I2ay Offline
EIR Veteran
Posts: 626



« Reply #27 on: September 10, 2012, 10:26:35 pm »

Those KCH are vetted out the wazoo though.
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