
anyway, I think those are all more specific things that don't fall under the area of a general intro guide. Mobile flak isn't anti-fighter. It is more anti-ground attack plane. It is true that they are pretty ineffective vs. strategic bombers.
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What I meant is that terrain doesn't affect their mobility (they won't get blocked by it). Now, I acknowledge that terrain does mess with their ability to deliver ordnance sometimes but that's more of an engine quirk, imho.123v wrote:Volts(air) are affected by terain. the toad inpeticular
Where does it say that?123v wrote:Kbot and veh aa is not anti bomber.
But they are the only mobile ground unit which can attack high altitude VTOLs (that's the point I was trying to make). What they're more effective against belongs in a more in-depth guide (I'll leave that one to you123v wrote:Moble flack is anti fighter only. I learned this the hard way.
Four torpedo tubes mounted on two torpedo launchers. I was counting the launchers, not the tubes.123v wrote:The dest have 4 torpedoes; 2 on each side.
The guide is meant for people with experience playing OTA or any Absolute Annihilation subclasses. I figured my target audience would know what VTOL means. Maybe I should add a little glossary at the end of the page.123v wrote:And u may want some noob friendly descriptions "Volts(air)."
I though that was a good idea but I do not see my self doing that some time soon.HeavyLancer wrote:You might want to compile a proper list and make a .torrent out of that, 123v.
I must have been a bit out of it when I reread it. You never said that it was to knowledge.Totbuae wrote:Kbot and veh aa is not anti bomber.
Can they still kite flash with moderate success?Thor wrote:-Sprinter and zipper range slightly decreased
it's a bit harderpintle wrote:Can they still kite flash with moderate success?Thor wrote:-Sprinter and zipper range slightly decreased
Well, they could set stuff on fire, wouldn't that be cool?123vtemp wrote:
"REAL napalm carpets"
Hmm, didn't know they cause issues for some ppl...haven't ever had problems with them for myselfThor wrote: The nanobeam is probably a good idea. I'm not sure what it looks like though. I don't think it works on my computer.
Thank you, I agree completely.Klopper wrote: Some other thing which i'm not yet sure about though: Maybe it would be adequate for t1 veh arty to have low trajectory as default setting, not high? That way they would be useful in combat when they arrive on the battlefield and could be set to high trajectory when long-range bombardment is needed...
Snipers b4 version 1.46 have had a long reload time. They are slow and a spam can overtake them b4 taking many losses. Air is also a good way to deal with snipers. If u can see snipers, any ranged unit can do considerable dmg. If you are core you're tanks will often live if they charge, and go head to head with snipers. If the snipers are retreating they should do a great deal of dmg to slow tanks.manolo_ wrote:i got a question, i played in a big game with core tanks vs dojeh and he spammed snipers and rape my ass, how could u beat him? i tryed with arty (is it possible that they couldnt shoot with low traj?) and failed