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"Limit arty to only one per team"... "People play arty only for m...

Дата: 29.03.2021 04:57:25
View PostRaynorShyne, on Mar 28 2021 - 21:47, said: So arty is so low skill, good players can't figure it out?

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.   

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