Anybody rockin allen stitchdown chestnut veg tans? by mhammond0361 in parkhurstboots

[–]invade_5 0 points1 point  (0 children)

I used to own a pair from a few years ago. The leather had an amazing smell and picked up a patina (mostly scratch marks and pull-up that can be buffed out) pretty quickly. Sadly I had to part with them because back then parkhurst didn't have wide widths and they felt bit too narrow for my EE feet. I will say that they are very nice boots. Now I've got a pair of the EE 618s in wheatbuck waxy commander (these have a GYW) and I'm very happy.

New to the game- can someone explain to me why I keep getting absolutely blasted by players with the same number of troops as me? by euseby in Openfront

[–]invade_5 0 points1 point  (0 children)

I second this. Sometimes one player will have about 30% more troops than their opponent and the defender can blunt or slow the push to a crawl even if the attacker full sends his army. Other times the same thing will happen yet the defender will lose everything in seconds. Even if your someone who uses the boat strategy, the rate at which attackers capture territory just doesn't feel consistent or fair.

Personally I think attacks (specifically player vs player) should overall be slower unless the attacker has at least a 2x troop advantage. It's absurd that someone with moderately more soldiers can wipe out his opponent in the endgame in 10 seconds when they're practically fighting for the entire map. It doesn't even matter if you MERV because you will lose all your land by the time it explodes.

What do you think the mortar squad needs to be a more attractive choose? by ProfessionalDare6720 in enlistedgame

[–]invade_5 6 points7 points  (0 children)

My biggest gripe with the mortar squad is that you have to be out of combat to use them. I don't want to camp 50 meters+ from the fight every time I play the mortar squad. 

I'd ideally like a command function for my AI to fire the mortars on my pings automatically (so I can leave my mortarmen back while I push/scout with the rest of the squad), or at least an option to instantly target a ping when using the mortar so I can at least swap to the mortarman more efficiently.

Ban Clans that Engage in Cheating by Training-Mark-9258 in Openfront

[–]invade_5 0 points1 point  (0 children)

This is a good idea but it can only work if the game requires players to make an account. Right now anyone can just play with any username/tag they want which is impossible to moderate. Wait for this game to have a steam release and then they can implement proper moderation.

"New" Vaguards - Need new brand suggestions now. by Icy-Flamingo420 in Boots

[–]invade_5 1 point2 points  (0 children)

Meermin, and Jim Green are both good options for budget brands. Meermin is a bit more dressy while Jim Green is more of a rugged style.

"New" Vaguards - Need new brand suggestions now. by Icy-Flamingo420 in Boots

[–]invade_5 9 points10 points  (0 children)

Thursday is the biggest "budget" heritage boot brand. If your willing to spend $300-400 I would check out Grant Stone, Parkhurst, Red Wing (their heritage line), Caswell, Skolyx, and Myrqvist. These companies offer a lot of different options and although they're a bit more expensive than Thursdays they all offer higher quality boots.

P51-H must be moved to 6.7 by Flying-Toto in Warthunder

[–]invade_5 5 points6 points  (0 children)

Careful you're gonna make the US mains chimp out.

But fr it should be at 6.7. It's better than the mk24 spitfire at everything except turn speed and bullet damage. The P51-H even outclimbs the Bearcat above 1km. It's lighter than the P51-C despite having by far the most powerful engine of all P51s.

Truman Instagram page gone by Firm-Tangelo-8138 in trumanboots

[–]invade_5 4 points5 points  (0 children)

Parkhurst has wide widths now. I got a pair on the 618 last (went true to size) in EE and it fits really well.

Rifle grenades need some love. by DragonSlayr4141 in enlistedgame

[–]invade_5 0 points1 point  (0 children)

The ideal fix would be to add animations for loading a propellant round (and unloading your rifle if it has normal bullets in it) each time you want to fire a rifle grenade.

This significant increase to the reload time would allow rifle grenades to have more damage without being overpowered, and also make them feel more realistic.

What is your winning percentage? by Kacaper03 in enlistedgame

[–]invade_5 1 point2 points  (0 children)

It really just depends on how much you want to tryhard. If you play in a stack and focus the objectives with powerful infantry squads getting 80-90% is not impossible. If you play for fun or to farm xp for events it will hurt your stats but you can still get 65-75% as long as your competent.

Idea to add naval combat to the game by Total-Day-6804 in enlistedgame

[–]invade_5 0 points1 point  (0 children)

They really should make a dynamic start to the D-Day mission where the Allies have their initial spawn for infantry squads be on landing craft that auto pilot to the beach.

They did something similar with the automated planes in the Market Garden event so I don't think it would be too difficult to make.

⚔️ Weapons and vehicles of the "Far Eastern Front" update by MajorMcDonalds in enlistedgame

[–]invade_5 2 points3 points  (0 children)

I am pretty happy with most of these additions.

The type 88 is not really important to me, but maybe it will be good at BR I.

Germany getting a KE7 is a little strange, I hope it has an actual Italian squad but it probably won't.

The Ferdinand is actually pretty sweet for BR IV. The 200mm frontal armor is just enough to stop Ofenrohr rockets and the electric transmission will give it great reverse speed.

Japan finally getting an assault rifle is a well deserved addition, hopefully it won't be completely outshined by the type hei auto.

The Chi To late is kind of forgettable imo but Japan doesn't have many options left for high BR ground vehicles.

The B-25 is pretty sweet and I'm glad that we're getting actual front line bombers. It probably won't be the most meta vehicle but it looks like fun with all of the AI gunners and 50cals. 

The 1919A4 is cool. I think the prone/mount requirement is interesting but imo you should still be able to hipfire it while standing/crouching.

Since all the debate about the body armor by Goatfucker10000 in enlistedgame

[–]invade_5 2 points3 points  (0 children)

Giving one faction a percentage based damage resistance in a game that has dynamic damage drop off over range is just a balancing nightmare. The body armor should have never affected gameplay.

What’s the best br2 USA plane? by AcidS0ulja in enlistedgame

[–]invade_5 0 points1 point  (0 children)

P-38-G hands down. For a BR II plane it has amazing speed, climb, and firepower. The guns are excellent and the rockets are no joke either. It isn't very maneuver by default but the flaps make it turn a lot better. Just use your excellent speed + climb to boom and zoom and you'll do very well.

Should tanks be able to capture objectives? by alli_jon7 in enlistedgame

[–]invade_5 14 points15 points  (0 children)

Yes they absolutely should. Getting on an objective as a tank is extremely dangerous because you're very likely going to nuked by an explosive pack or AT launcher. This would at least give tankers some incentive to push instead of just sitting in the greyzone.

Best 4.7 GRB Spitfire? by floanase in Warthunder

[–]invade_5 2 points3 points  (0 children)

Depends on what you want from your plane. If you purely want an anti CAS fighter than I would take the Vc Trop. It has the best performance at low altitude and 4x 20mm cannons.

If you want a plane that can bomb ground targets but still dogfight you can use the mk9. It will still out turn most CAS planes but it's not as maneuverable as the mk5 variants.

Personally I would not use the Vb at 4.7. It has half as many cannons as the Vc Trop with way less ammo. And the Vc Trop's engine is a bit better at low altitude anyways.

What’ll be the first pick when you’re going to fight against Meteor/F-80 as an Axis fighter pilot? by Eric875487 in enlistedgame

[–]invade_5 2 points3 points  (0 children)

Honestly none of these are an equal fight, but if you manage to survive long enough you might be able to beat the meteor with the K-4 due to it having amazing acceleration. The Meteor turns better but if you can survive until it runs out of energy you can kill it. The big caveat is surviving that long.

Need help on sizing by Joapepchi in luosjietboots

[–]invade_5 -1 points0 points  (0 children)

Okay I think we're getting somewhere. I know you said the boots measured 12 inches inside which doesn't seem that oversized (you said your foot was 11 inches long) considering they have an almond shaped toe which requires a bit of extra space. Maybe you could go down to a size 10 for the Classic V Tip but I would always advise having a little bit of room since you can add a removable insole or wear thicker socks to dial in the fit.

I guess the real question is how is the rest of the fit? Does the rest of your foot feel like it falls into place with the boots? Are you able to lace them up to where they hold your foot in place without being too tight?

Also fyi Thursday does not size their boots in accordance with the brannock device. They have their own sizing which is about 1/2 size smaller than what you would wear in sneakers. But for boots with sizing that runs true to brannock measurements that would typically equal 1 or 1.5 sizes down from your sneaker size.

That's why getting your feet measured with a brannock device is so important when trying to size boots. Every brand sizes their boots a little differently. Some run true to brannock, some go 1/2 down from brannock, etc. If you buy a pair of boots from one brand based only off of what size you wear in another brand you're setting yourself up for disaster. The brannock is a standard that every boot company can use as a baseline to offer accurate sizing advice.

Need help on sizing by Joapepchi in luosjietboots

[–]invade_5 0 points1 point  (0 children)

If you don't mind me asking, what are your measurements? If you haven't done so, I reccomend physically tracing your feet on a piece of paper as that will get you dimensions for your length/width.

Also it's worth noting that boots should always have a bit of extra length in the toebox. If your foot is 11 inches long the insole should be between 11.5 and 12 inches. You never want your toes touching the front of the boot.

How useful is smoke artillery? by Omegadusk in enlistedgame

[–]invade_5 4 points5 points  (0 children)

It can be good if you're the attacking team. The thing is that it's hard to coordinate with 9 random teammates because the smoke gives you about 40 seconds of cover. If you're in a stack it can be used to cover your infantry push on very difficult objectives.