The Fourth Calamity never believed in the steel torrent!

Chapter 116 Unlocking the Japanese King's Pleasure Stick

Chapter 116 Unlocking the Japanese King's Pleasure Stick

After examining the items that could be researched and unlocked in his shop, Andrei first turned his attention to man-portable anti-armor weapons.

In previous battles, he discovered that the anti-armor weapons in the battlefield series were actually somewhat outdated. Although they were not incapable of dealing with enemy armored forces, they lacked particularly effective weapons.

Whether it's AT cannons or mortars, judging from their current battlefield performance, neither of these items is as effective at anti-armor as they are in the game.

In games, these things can be used to fight armor, but in reality, AT cannons can only deal with weak areas of enemy armor, such as the flanks, while mortars can only damage the enemy's mechanical structure through shockwaves.

To be precise, the AT cannon is not very effective against armored mechs like the Dauntless, which are specifically designed for armored bullet resistance, or against relatively thick support mechs like the Hunter. The same goes for the Tank Hunter's big gun.

As for mortars, unless they can directly hit enemy armored units, it is extremely difficult to cause significant damage to them.

So after some research, Andrei decided to unlock this project first.

Under normal circumstances, relying on infantry to fight armor is by no means a priority.

Unless fighting in urban or other terrain-specific environments, it is very difficult for infantry to get close to enemy armored units.

But it doesn't matter. Andrei has full confidence in his players. These guys are incredibly good at maneuvering and weaving around. They're like flowing water on the battlefield, disappearing into who-knows-where in an instant.

Unlocking infantry anti-armor weapons is inexpensive, requiring only 5000 influence points. After unlocking this series, Andrei immediately saw the four weapons that could be unlocked next:
The American bazooka rocket launcher from World War II, the famous Panzerfaust from the German army, the British PIAT grenade launcher, and the Japanese Happy Stick, which performed very poorly in World War II but was widely praised by players.

Without any hesitation, Andrei immediately spent 3000 influence points to unlock the Japanese Happy Stick ahead of time.

Not only because it requires the least amount of impact value, but also because players can really come up with all sorts of creative ways to use it!
A single, triumphant charge will sweep away all who dare to defy us!
With the player's charging posture, as long as they can get close to the enemy's armored units first, the enemy will have a hard time reacting, especially since this thing is very effective against armor.

Of course, most importantly, in reality, Andrei believed that this thing should deal a significant blow to the enemy's morale.

The enemy had no idea that players could revive, nor did they know that players who were crippled by explosions could recover so easily.

When they see large numbers of Cambrian soldiers charging forward, even at the cost of mutual destruction, to deal with their own armored vehicles, they must be deeply shocked.

However, after unlocking this thing, Andrei suddenly realized something!

He suddenly realized that the armored vehicles in this world were quite different from the tanks of World War II. The armored vehicles in this world seemed to generally use mechanical legs for movement, and tracks seemed to have never been invented.

So here's the problem: when players charge at these armored vehicles, their position might be less than ideal. For example, when facing a long-legged mech like the Dreadnought, they probably can't reach any other parts of the vehicle except for its legs.

Doesn't that mean their chances of hitting these mechs will decrease?
After a moment's thought, Andrei quickly put the question out of his mind.

Just kidding, players can stab people with their bayonets and hit them every time, let alone use this thing to stab a mech.

At least in his view, using the Japanese-made "joy stick" and charging with a bayonet seemed essentially the same. Besides that, Andrei did some research and also produced the PIAT grenade launcher.

Although it doesn't work in games, this thing actually has a pretty long range in real life.

If used to engage stationary targets, its effective range can reach 300 meters, and it is relatively concealed when firing, without producing smoke or exhaust flames.

In comparison, while the Doomfist has a decent range in the game, its effective range in reality is only 30 meters, which greatly reduces its effectiveness.

However, the downside of this thing is that the trajectory parabola is particularly large, so it is relatively difficult to aim, and it has even been jokingly called an anti-tank mortar by players.

Because when hitting distant targets, the trajectory of this thing looks no different from that of a mortar.

Because the projectiles of this thing look like a radish, it is also known as the radish launcher among players.

Andrei chose this as the second anti-tank weapon mainly because it had a relatively long range and decent damage.

The bazooka has a long range and is very accurate, but its damage is low and it doesn't have much splash damage, making it difficult to fight infantry in the game.

Although in reality, Andrei felt that the thing would be sufficient for fighting enemy armored vehicles, he still preferred some high-powered weapons.

As for the remaining two weapons, Andrei studied them and found that he currently had enough influence points to unlock the remaining two without any problem.

However, after thinking about it, he decided to arrange it slowly, releasing it little by little to bring some novelty to the players.

Moreover, with the two anti-tank weapons he currently possesses, he has already met his needs in the vast majority of battles. Even if the remaining two weapons were unlocked, it would only provide players with more options.

After unlocking the individual anti-tank weapon system, Andrei immediately turned his attention to the next option:

tank!

He had been looking forward to unlocking the tank for a long time.

Unfortunately, at that time, he was not high enough in rank to unlock these things, and he did not have access to factories, so even if he had unlocked them, he would not have had a place to produce them.

However, now that he has reached the rank of lieutenant colonel, this thing can finally be unlocked!
Compared to infantry anti-tank weapons, the unlocking price for the tank series is much more expensive. Just to unlock this series, Andrei needs to spend 10,000 influence points.

When he unlocked it, the variety of tanks that appeared right away took him quite a surprise.

Andrei discovered that the variety of tanks appearing in this wave was even greater than he had imagined!
(End of this chapter)

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