![]() The reason being the number of shots required by Conscripts to kill a single Grenadiers divides exactly into the individuals health (CoH 2 stats is down at the moment but from memory 16 damage a shot into 80 health = exactly 5 shots). While 10% extra MG suppression is effective, it's the 3% extra health on Grenadiers that really shines. ![]() Some of the most effective bulletins are for early game Tier 1 units. This is not true, the answer lies in the murky depths of the statistics of CoH2. Two, if you are buffing early game units, the benefit of the doctrine will last all game, assuming the units stay alive that is.įinally, and most importantly, what bulletins actually have a tangible in-game effect? Many may look at the benefits and answer: none. One, if the game ends before you get your late game units out, that's intelligence on late game units wasted. ![]() Is the bulletin for an early or late game unit? Buffing an early game unit has two advantages over buffing a late game unit. Remember that any game you don't use this unit is a waste of a potential benefit to some other unit. Is the bulletin buffing a doctrine unit? If you are buffing a doctrine unit, make sure you have commanders selected that can access that unit in the same outfit. ![]() It's worth noting that many single player actions contribute towards the requirements that these bulletins have. The first and most apparent limitation on selecting a bulletin is that you must unlock it either through ranking up or performing certain in-game actions. Almost all of the bulletins provide a very small benefit to some factor of the game, however, this small benefit can actually have a large in-game impact in some cases.įirst let's discuss some of the factors that should go into choosing your bulletins. ![]()
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