They probably aren't THAT vulnerable if spread out a bit, and the moment someone sees a fair bit of mortar fire arcing, you can expect counter-battery fire, which politely reveals their artillery positions to you for a cheap price. It demands a response, because they often won't know that they're the worst of the worst. Also nice to make small AA traps, ATGM traps, everything really. A slight softening effect against infantry is just a bonus in comparison. I've rarely seen people use smoke all that well, but it seems to be one of the most powerful tools at your disposal. ![]() Really low HE (2?), so probably won't even tickle infantry in towns much, but being able to roll out three pieces and a ten point supply truck for 70pts seems to be pretty useful. Or USSR, because 20pt mortars, no matter how short ranged or crappy, will look glorious when spammed. I've got this terrible idea I'll end up as either French or Dutch mostly, because of their playstyles. There's so many, all with some nice options for some niche uses. Still not sure exactly what nation/coalition, or even side, that I'll use as my main. Only to watch it all fall apart against real players. I'll be theory-crafting the hell out of this one. If it's not ranked and you're not having fun, you don't have to stay in a game if you don't want to so don't feel bad if you have to leave or just don't want to play. It's just more fun in general unless you like camping in one spot for hours. ![]() Whereas in the capture modes, people fight over the locations on the map without consideration over losses or gains. This is because in the points lost / gained mode, everyone just turtles as it's super hard to attack without losing more than you gain. I also recommend capture modes over modes where whoever loses the most points loses. When you start out I recommend you try out tactical modes as a sort of tutorial so you get firsthand experience on what every unit is. It's also why 1v2s and 1v3s are way more balanced than you might initially think. Sometimes it's super clutch to lose a really bad player as a good player gets a shittonne more money and troops to work with. Someone else gets all your stuff and your whole team gets a big boost to income and availability.
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