Idea on how to REALLY fix the spgs?
Дата: 10.04.2021 18:08:43

Draschel: What you clearly do not understand, most evidently, is that
artillery rarely ''balances'' campers at all. With tracer fire
being so hard to ascertain nowadays, counter battery is most
wasteful. Better off hoping to whatever deity you worship, that you
have an EBR on your team to yolo scout the other teams SPGs first,
before their team EBR scout you. But back to SPGs and what they
fire at, slow heavy tanks and assault TD are so defensive and
likened to SPG hard cover, that they are willing to rather be shot
by 3 tanks in direct fire and/or crossfire, than be in SPG line of
sight. They cling to arty cover and shadow. They congregate in
cities, ruins, rocks, whatever just to escape arty. Tank destroyers
are rarely spotted, so what does artillery do? Well those that do
use a map and can see red, start shooting at what is visible. Which
are mostly scouting and dashing light tanks, and ridgeline medium
tanks. The mediums on these ridges use the leeward arty shadow
sides of the ridges for cover, but won't help them versus things
like conqueror GC or S-51, which are just about vertical dropping
mortars. So what you have, are teams of forward observers fighting
each other, arty firing at the forward observers, heavy tanks
sitting in hard urban cover boxed in corners and not leaving, and
TDs not getting spotted in the back. Arty doesn't dig out camping.
It causes it. That is why everyone loves the arty-free games, every
single streamer nowadays you tune in to, they immediately say at
the start, no arty, going to be a great game. Unless they are a
light tank doing assistance missions. The only time artillery
dishevels camp attempts, are organized advances and CW. Where they
are used with specified purpose, and
communication
Idea on how to REALLY fix the spgs?