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Artillery players - You have tracks use them!

Дата: 06.01.2015 23:52:18
View PostHopping_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.

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