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  Click here to go to the first staff post in this thread.   Thread: Unit Balance

  1. #61
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    Quote Originally Posted by Windmaker View Post
    Well depends on how you play. Free AP mines squad to come with infantry it's great to secure positions. You have mg's, ap mines, and better then ap miners squad of riflemans.
    AP mines don't make up for their lack of fire power. AP mines in this game rarely make a difference.
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  2. #62
    Honor Member Level 14 Windmaker's Avatar
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    AP mines don't make up for their lack of fire power. AP mines in this game rarely make a difference.
    It's not a point to make a minefield so hard to walk that nothing will pass. It's point to make it so it slow down attack, kill 1/3 soldiers etc. Some players when they find something like that, they will come next time with sappers and this will slow down their attack. This is a point.

    Of course mines are weak, I don't argue with that. But they are not useless

    I must say that sometimes I think about making miners cheaper so people will more often make minefields. Right now with their price and weak stats if someone use them, he will waste points. If he could use more mines for less points (more squads but cheaper then now) it won't be a waste of points.

    Just an idea.
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  3. #63
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    The mines just make them a decent opening call to attempt to lock down a point. It really mucks with any sort of bazooka, assault squad, or at gun mix. Whoever lives pretty much needs to hold an LMG or at the least pick up enemy rifles. Then they start looking better and better.

  4. #64
    Member Level 7 Norbo's Avatar
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    There are 2 reasons why I don't find mines very usefull in AZ:
    1. It's not enough to simply control a flag to deploy them. A single smg firing at you will ruin the effort: even if he wouldn't kill the engineers, he sees what they're doing.
    2. If you manage to capture an area, why defend it? It's most likely more usefull to just keep pushing. They'll most likely kill only a couple of guys anyway and be largely bypassed. Not worth the time. Better to consentrate on not getting pushed back.
    (3.) Elites only. The last thing you want your expensive infantry-men to do is to sit bunched up doing nothing. Risks are to high. This is why no one half-track rushes with high-tier infantry.

    Overall AP mines are only useful against players who don't maintain constant front-line presence & blob a lot. AT's on Anzacs are somewhat more usefull due to the faster deployment & much larger potential gain.
    Last edited by Norbo; 22-07-2012 at 20:28.
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  5. #65
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    Only thing that works is putting them on the edge of a center flag while someone tries to get more units up. It's possible to mix paras and an ATR or have some sort of cross over.

    You're not going to walk paras into bar fire just to deploy mines. You either dominated or failed hard some place. Effective use is early game. It denies single guys or stupid blobs just waltzing into a flag zone.

    Out side of the early game why are you not just substatuing everything for SNFLs? SNFLs, recruits, and singles for the most part.

    No one buys 3 pointer because its horribly cost ineffective, halftracks explode often and they come late unless playing a 6v6 or something.

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