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The reason you get clicked by arty, with an illustration

Дата: 02.03.2015 04:21:00
View PostGalatia, on Mar 01 2015 - 20:12, said: I can name three super unicums in this thread that have said that playing well and avoiding artillery do not go hand-in-hand.

The_Chieftain:   Does not the fact that they have reached Super-Unicum status (where does that silly term come from anyway?) indicate a likelihood that either (1) They have managed to figure out how to avoid getting excessivley whacked by artillery better than other folks, or (2) That they haven't, but artillery hasn't managed to get them to stop getting respectably high win rates so its effect is overstated?  

View Poststeelrain97, on Mar 01 2015 - 18:42, said:   Which is exactly contrary to your companies statements about the need for arty in the game, that is exactly why arty promotes camping. Your company has stated for years that arty needs to be in the game to stop camping. This is exactly why the arty mechanic needs to be reworked and is broken. THATS THE POINT. You make tanks able to be invisible, even while firing, and even from relatively short range. You add a mechanic (arty) that can god mode click any tank on the battlefield with no risk, but the only tanks that are visible are those actually involved in the fight, so guess who gets clicked. Presto, you have a game that is built for a camping meta. Brilliant game design. Now lets take away overwatch positions. The only thing left are the tanks actively involved in the fight, not the overwatch tanks. So tell me again how arty prevents camping please, better yet explain why we all aren't camping out every match, cause obviously we are the dumb ones.

The_Chieftain:   Am I not engaged in conversation with another individual lamenting the fact that he can't take a good stationary defensive position and win the game from it because his remaining in that position will result in his getting hit by an artillery piece?   Artillery primarily helps a good offense. The best scouts and mediums are those who know how to spot a stationary defender, let artillery do the heavy work, and they then exploit the resulting gap to raise havoc on the enemy's main line. If your main heavy push wants to crack a well defended line, Artillery is your 911 team. Defending lines tend not to move much, it makes artillery's job even easier. Artillery's secondary role is in the defense, if your team isn't being aggressive enough to find something better for them to kill. Due to the fact that it's easier to hit a stationary target than a mover, even in such a case, the overwatching vehicle is more likely to be hit than the mover. Only desperation, optimism, or a total lack of any better opportunity will result in artillery engaging an aggressive mover.  

Quote 1. Yes. Still, all arty risked by taking that shot was somewhat less damage on the after battle report. No risk to self, at all. Does that sound fair? Low risk, high reward? 2. Okay 3. OMG Chieftain is replying to something I post * faints* 4. Lights are typically spotted way before the rest of the team. It would not surprise me if arty would be reloaded by the time the team gets spotted. Low risk, again. 5. Agree, but aggressive players get spotted first, and they aren't always moving, Camping players can stay invisible for msot of the game, is they so wish. 6. Point. However, if you are pinned down anywhere, you're ont be moving, making you a arty target. Behind cover, for example. Arty moves to get LOS, and bam.  7. Who knows what they're thinking? 8. I really don't understand this... Elaborate please?

The_Chieftain:   1. That depends on what you think is important. If it's damage, then yes, you are correct. If it's winning the game, then what he risks with a blind shot is not being able to engage something more important that happens to pop up during his reload cycle. Which happens annoyingly frequently, incidentally. That something more important may well have proven to have been critical. Artillery cannot win a match, but it can certainly affect it. 2. :) 3. :) 4. Perhaps. But the really dangerous lights are those who don't get too aggressive in the first 60 seconds of a match, and that then really provides the artillery driver with a poser when they start making their presence felt mid-game. 5. Camping players have also taken any control they may have had out of the equation. It is now up to the enemy team's actions to dictate if they get spotted or not. And if they do, guess what happens.. And some players camp within a known position, I refer particularly to those who move forward and then plan on spending a portion of their time hugging a rock, cliffside, or building where the only way for a direct-fire weapon system can get at them is to drive around the corner. If some re-positioning is required, let the arty do it, and save yourself the hitpoints. 6. I fully agree with this statement. See my previous point. You make this seem like a bad thing. "Fix and finish" is the term. (in common language, pin them down, then kill them). 7. :) 8. Artillery, as a rule, cannot do a thing on its own. Except maybe the occasional Assault Hummel or Batchat 58. It basically is valueless. What it does do though is it makes other units on your team far more dangerous. Example, if you're a Maus, would you really care much about that Wz-132 near you? But if that Wz-132 is on a team with a live T92, you are suddenly likely to take a much greater interest in its destruction because that Wz-132 is now potentially armed with a 240mm cannon. 

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