I just feel under-gunned as air. If I take heavies the mediums get me (Soviet Mediums are extra nasty) and if I take medium I get jumped by two sets of mediums. Too much dancing around.
ARMOR SMASH!![]()
I just feel under-gunned as air. If I take heavies the mediums get me (Soviet Mediums are extra nasty) and if I take medium I get jumped by two sets of mediums. Too much dancing around.
ARMOR SMASH!![]()
Hmm, I see. Then you require more creative thinking and solutions.Originally Posted by Alexander the Pretty Good
If you are being overwhelmed by medium choppers, and it is better if you foresee this, launch countermeasure decoys (to offset their anti-air missiles) and quickly retreat to a friendly location that has (enough) anti-air power: just lure them with you and when it's time the trap springs, you can engage them together with the friendly AA, and they will fall before you :)
Of course, my other recommendation would be to familiarize yourself with the infantry role and be a general-purpose combat power as you can counter virtually everything. Sometimes team members need anti-air and I happen to be near so I verify their request. It looks strange when someone who is infantry accepts an anti-air request because it's usually a support role that does it
Really, the infantry tree is the most useful and versatile choice (and the most difficult).
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Emotion: you have it or it has you.
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They are and they can go there. They wouldn't really stop heavy helicopters or be able to make a decisive surprise attack though.
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"Topic is tired and needs a nap." - Tosa Inu
As armour and as USA I tried using amphibious transports on the water part just to test. It is indeed not so profitable, unless you find a way to maximize effectivity.
I started my position near the sea but the small hills prevented quick access to it forcing a longer path. On the beach I was immediately exposed to heavy armour though I could still flee.
What is bad about amphibious transports is that they are empty upon arrival and that their anti-air weapons are weak and their prices are high (especially when you play infantry). Precise coordination with an infantry player could be beneficial if you manage to launch a surprise attack appearing behind them while they are engaged and distracted by other forces. Of course teamplay is not always something that occurs let alone precise teamplay involving transportation.
I haven't tried with the Soviets, though, but it would probably be more or less the same drawbacks. The starting terrain isn't much different on their side.
What is the point of allowing selection of empty amphibious transports for armour and not for infantry? Is it to encourage exact teamplay (which doesn't happen unless you are in a strict clan)? They should just allow infantry to buy these amphibious and armored transports for good prices which seems more obvious. It would be nice if I could launch infantry attacks from the sea
Or what about those transport choppers? Their argument would probably be imbalance. At the easy rate that infantry can be decimated, it would be good to have cheap effective transports, but nooooooo... bastards :P
Emotion, passions, and desires are, thus peace is not.
Emotion: you have it or it has you.
---
Pay heed to my story named The Thief in the Mead Hall.No.
---
Check out some of my music.
Yeah, it's meant to promote teamplay and you could always use a microphone to tell some infantry guy to get into your transports.
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"Topic is tired and needs a nap." - Tosa Inu
With regards to teamplay, as much as i'd like to see it happen, we probably won't see it for a long while. The game is still relatively new and people are having to get used to the fact that they can't fight alone. As people become more battle-hardened they might become more aware of helping each other.
I myself can only recall one instance of someone using teamwork with me - a support player noticed my tanks were getting pummelled by choppers, so he followed me around with heavy AA. We completely owned the enemy and won the game.
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