Artillery players - You have tracks use them!
Дата: 06.01.2015 23:52:18
Hopping_Jalapeno, on Jan 06 2015 - 00:40, said: Unless your gun range requires you to (FV304, Bishop),
staying close to the frontline means increasing the chance you will
be spotted and killed (most likely by another SPG). A minute or two
of "lost time" means potentially 3 shots less. Again, unless you
are in a "fast-loading" and speedy SPG, you may only get 6-8 shots
per game if you're lucky; so I don't see the advantage in taking
40% less shot just scooting around for no reason. I noticed that
Aficionado was using the fast Lor 150- in his demo ... I'd like to
see him use the same tactic in, say, a SU-14-1. I'm not
saying to hang out in spawn nor am I saying there's no reason to
shoot and scoot ... obviously, if there's no shot to be had and no
danger lurking, SPGs should relocate.The_Chieftain: Yes, I accept the easy kill problem. It's a risk-reward
thing. There is, of course, no reason why you can't stop
mid-relocation and take a shot, if you have an arty with a long
reload time, like GWT or T92, then continue relocating. I have
concluded that the benefits in being close to the front line which
result in shots which wouldn't otherwise be available (eg TD
camping behind a building) and the safety of having a friendly tank
near you if a scout happens to break through the lines will
counteract the problems inherent in being close to the front and
lost time of shooting. My arty games tend to be 'feast-or-famine
(early death for little effect)', but I've had more feast than
famine.
Artillery players - You have tracks use them!














