For instance you have selected some anti tank cannon, you will see the sign of cannon is highlighted with a dark red-brown soft border and there would appear two numbers near it. Upper number means the Type of gun, especially caliber. On the right side upper and bellow numbers: Minimum Fire Range & Maximum Fire Range (the number on image fictional). There could be also Firing Rate in the bottom or possible traverse. In that case I would move the FR to the left and left the traverse on bottom.
Note: this map is not the same map as I suggested here: the Task Map / Detailed map. I suggested the Task map not to rotate (because Map does not rotate), while this Map could rotate with your aircraft to give you exact location.
Defensive positions of Artillery
Russian Defensive tactic before 1943
Since 1943
Implementation of artillery in WT with regard to longer firing range
The artillery (anti-tank cannons) can be extremely accurate and fire on bigger range. It would be impossible to fight against such units in small maps in Arcade Battles.
To prevent "sudden kills" we need
1) bigger maps especially for tank battles.
2) we need also aircrafts in the game to support tanks. Not those which are in Arcade Battles
3) we need more locations to be spawned depending on type of vehicle/weapon, its purpose and task in the map.
4) we need to limit the movements of the artillery. This is explained on the example bellow:
The artillery could be placed either on island or near friendly airport to defend it. It would be placed not to attack but to defend. see point 6. It should not change the position much. Artillery vehicle which has no engine to move on own propulsion would be placed in trenches like in the images above. The one which have own propulsion needs to be placed somewhere on island or far away from front line. They could come with anti aircraft convoy (because they will be prior target of the enemy planes). Enemy planes should have time to find them and destroy them but first AAA will shoot on them. Well, if they would be vehicles driven by humans then they can dodge and try to escape. They can even mask under trees so it would no be simple to hit them even if the convoy would be destroyed. So if they manage to get closer to the front, then they could make damage on the battle field. But I believe many enemy players would want to kill them at the moment.
And that's why the players must have a good strategy. Bombers need to bombard anti tank ditches and mine fields first, while fighters try to cover them and next fighters need to destroy the convoys covering AT artillery and the ATA itself. Then the tanks can attack, go over craters, ditches and then attack any artillery vehicles which could come if not destroyed yet. Another line would mean you need own artillery to destroy enemy artillery defending in ditches.
5) we need at least one or more maps which will provide mode detailed information to the task which individual unit currently should do:
A) we need Special Detailed Map like here: which will provide you more details to the destination area and target you are gonna to hit or which can be dangerous. So you will watch the map and you will see the targets which can be danger for you. Also strategical map would be helpful.
B) we need Task Map similar to A but this one would be related only to special task. For instance, today I have suggested to have anti-tank ditches (or mine fields) which would be possible to bombard from bombers. When such ditch is on a map, the bombers should receive a task to bomb this ditch/es or mine fields. This would clear the area so tanks could go over it. If you would not succeed to clear it in time, they would come close and could not continue this way when it is blocked. They could go around or try luck. They could also try fire on long distance. This would be for maps where bombers are needed.
6) artillery (no propulsion) would be used only to defend a perimeter of front line. Not in that kind of game like arcade battles. You need something you have to defend. It could be placed to trenches like this:
And the tank must see the the Special Detailed Map, where he can read the information. The posion
7) Only exception for (no propulsion) artillery would be if there would exist feature to be pulled by another vehicle. Two players could cooperate. E.g. If some one to pull me to some area (a ditch if possible) he will pull me and will get a reward for this. More likely trucks or tractors could pull the cannon and release it if needed. Such cannon could be good against heavy tanks but not against light fast tank which could find you fast.
8) finally change marking convention needed.
The AT artillery would see the enemy red mark only when the vehicle would be zoomed or very near to it.
The AT artillery should see the enemy marks first on map only, where approximately are the enemy unit. It would be marked like there:
They would need to locate them with panoramic scope, otherwise they would not see any marks. Once the unit is located they would see the red mark.
Another possibility to find enemy would be to locate them by locating friendly units which would be marked permanently. By watching from where the fire is coming they could find location of enemy units.
Conclusion
The anti tank artillery would have big advantage when they could fire accurate on big distance. But their disadvantage would be the limits which I suggest above.
Votin
To support the suggestion you can vote here: Special anti tank ditches. There is a poll.
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