The system is TOO SIMPLE to even be gamed by a calculator. You can do your own calculations in microseconds - the calculator is actually inferior to your own brain.Īnd if anyone else decided to just use their brain - they wouldn't need a calculator either. The system is so basic that a calculator, literally does nothing. So you simply divide each value by half, and keep reducing them until we have simpler values. HLL simply uses a division of each 100 meters of distance, regardless of elevation into 24 mils. Originally posted by bf2042:actually it's not about"Removing the arty from offensive mode".the arty is too much overpowered.with calculation app every one could use it to suppress the frontline's enemies.no shortage of ammunition,no cool down time.keep firing til the source running out or game ending.Īctually, the mils in game are not an accurate representation of how trajectory is calculated in reality. ![]() They've had ample time before they even called it 1.0 to get Offensive working as a proper game, but they ignore it because it was only meant to do 1 thing - get people into EA. Just don't play Offensive if you find it terrible it is terrible, and won't get better. When it released it was clear they hadn't even play tested the scenario themselves to see if it was even worth developing, and the only changes they made based on feedback were superficial - very small changes like changing landings from 2 to 1 strongpoints to narrow the field - though they still left the field open so you can still walk up the cliffs and flank no worries. Omaha was probably an asset they had already contracted but by the time it was ready the game had changed radically so they threw together Offensive because they knew we would think Warfare didn't represent Omaha very well. Offensive served it's purpose by marketing the idea of Omaha. Regardless, Offensive mode will not see any further changes. So it separate to the awful design of Warfare and the dull experience of using the arty or the small scale TDM that envelopes them. (Though he calls it 'defensive mode' he means Offensive) and indeed in offensive the artillery can't actually be countered in any way. Occupying and controlling the building at WN7 will ensure a capture.The OP is referring to Offensive specifically. ![]() You will need a satchel or an engineer (that holds F at the barbed wire) to destroy the barbed wire. A good defense team usually has blocked all entrances with barbed wire. However, you can sneak by as not many people are looking that way usually. The entry on the right side is nothing but an open field, mostly. However, it is possible to run up the road on the left side. To take WN7: Controlling the trenches north of WN7 is essential to taking the point. It is not likely you will make it to the barbed wire on those sides. Everywhere else has an open field that leads to barbed wire. The bottom has decent cover and an opening in barbed wire openings. Otherwise, attacking with overwhelming force primarily from the bottom is the only option against a good defensive team. To take WN4: Try to make a garrison within the barbed wire in the corners of that area, drop airheads in those areas if they are clear. The barbed wire limits the positions you can attack on this map. It is important to keep that in mind when driving at the start of a match, you can easily drive through the barbed wire at WN4 and WN7 and drop your team off. You cannot run through the barbed wire which is abundant on this map, however, you can drive through it. This map consists of open fields with some heavily fortified strong points. The map depicts the Allied invasion of German-occupied France in the westernmost of the five code-named landing beaches. Set during the Normandy landings on 6 June 1944. Utah Beach is a map featured in Hell Let Loose.
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