"Limit arty to only one per team"... "People play arty only for m...
Дата: 29.03.2021 04:57:25

Draschel: No. And if you can't figure it out, well it explains alot
even before I start to explain it. Arta is like a 150cc
dirt bike. Responsive and sharp controls. Excellent power to
weight. Aerodynamic frame, light weight. Extreme
acceleration. You jump on a road or trail, and it zips by.
However, the problem is, it red-lines its speedometer, as fast as
it accelerates. An actual tanks example? Look at tanks like Pz
k 35 (t), or ARL44, Chrysler K. Great mobility, power to weight for
what they are.However they just stop at 35. Because their
speedometer, is stuck on 35, they can't fully use their potential
otherwise, the great HP/T. Well how does the anecdote transmit
to artillery, because who are we kidding a mobility story shouldn't
be used to explain arta? Very clearly if you have been paying
attention. Artillery has an excellent beginners learning
curve. You don't have constant enemy pressures, ruining your train
of thought. You can act slowly. You do not need to know key
positions of the map, or aggressively contest areas people usually
get punished for. It is a safe, concealed, far out area for people
to sit and fire. With premium time, canceling maps such as
himmelsorf and ensk make it all the easier. You don't have to aim,
penetrate, you employ broken shell mechanics that can still damage
and stun enemies, even if you touch the tip of an enemies tracks
like heavily armoured badger, 705A, VK7201 and still deal damage,
to which would otherwise be impossible even with Jag panzer 400+
HEAT. You can also miss the target by 5m, and still deal annoying
damage. Arta doesn't need to be bothered, in learning too much
about bush mechanics, map unit circles (prox/VR/445/draw) positive
trading and HP as a resoruce, weakspots, Etc. The very valuable
things you need in other classes. Arta doesn't act as part of a
team, in combined arms, but rather as a separate force multiplier
factor to the people actually doing work. So to answer
your question, yes good players do understand SPGs, very well. But
they can't squeeze out of them what they can otherwise get, out of
other classes. Such as they quickly wring out the lemon dry. They
are limited by lower reliability and accuracy, too dependent on
team mates, firing randomness, lower assistance, map dependent /
map control, bad DPM. A bad player, who doesn't realize these
things around them, however doesn't need to worry about them, as
the low learning curve allows themselves to apply themselves in
semi-effective ways, they wouldn't otherwise competently accomplish
if they were in a tank instead. This is the whole definition,
of low skill floor, high skill ceiling. Which red-lines quickly and
limits it's own potential, but on the other hand is easy to
play and still contribute.
"Limit arty to only one per team"... "People play arty only for m...