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the mi-24D can EXCEPTIONALLY WELL kill infantry in forests just wipe up hoardes, if you carefully go SLOW (make a shift attack move every 500 meters) over the forest, so it will instantly fire and not fly pass the infantry, turn, then itstoo late.
also pretty strong to kill infantry from buildings, if you have a dummy unit that makes the infantry fire and such make visible for it.
for this, i love to buy the MI24D in Elite with snipers, only for the helo its awesome, if you need to hunt some specops that slippepd through, costing you LOTS of time otherwise to nail with ground units.
thats how awesome the gatling is.
the mi-24A is best used as supporter with tanks or infantry offenisve, to attack towns, and stun, while the atgm can be the drop of water that is too much. it can also be cleverly used. (e.g. to nail tanks down just in the second you need to buy time to get support)
the well armor is important, and you can also use it to get leftovers of infantry back from frontline to heal it at the FOB. while a lot of people dont do this, a good retreater of specops, can do a hell of kills if you reammo elite infantry, esp. AT weapons, I have seen my LSTR kill 20 units each if I reammo them (have screenshots in hall of fame threads in eugen forum still)
what is quite helpful still, is to LEARN to use helos more defensively, and survive with them, so dont forget about helos, to retreat, and you need some awareness of the 'changing' battlefield, whetehr you just killed the AA, or 2 min after it, a next can come in, so the calculation about the enemy Anti air is important.
you also need to refill the helo OFTEN, after EACH usage, even if only half teh ammo is used, INSTANTLY reammo the helo. for tidy care, its much much more powerful, than just a useup once unit like the suicide bomber.
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but dont forget to also use the MI-24A for killing infantry with its gun, its invisible, but there ARE situations, where a quick wipe, and retreat can help you with forest covered infantry.
its risky, and that is the point.
as i play wargame for ages, I came to use 'partial' rushes, with 3 or 4 or 6 helos, but not 20.
if something unprotected convoy, or a convoy with just 1 anti air unit, (and often there is just 1 or 2 anti air units with it), it can easily be killed, if needed with some help of rocket planes to stun it before.
this is a tidy military legitimary 'harrasment' or 'raid', and not a rush.
a rush is if you go directly to some 'main base' or commando hunt within the first minutes of the game, and do not care for the convoy, but just focus to get ASAP command kills.
but this is somewhat unpleasant, because why do you open a match, if you want to end it ASAP again? this is a question killing me since a long time already.
so the rush comes, if there rises the danger of command kills in an amount that wipesp the player off the match, either fully, or economically that much, that he has a aww soo hard time to counterplay the damage from the begin of the match with exhausting play in the rest of the match.
but because the damage is done very fast, just right at start, before any player but the fastest can dig in, (which is historically: attack the enemy when he is moving still, so there is evidence) its more the reward of a fast player, griping in a lucky moment.
it teaches the new soldiers, to be very careful at 'beginnings' of anything, and at the same time couragous advancing no matter what is happening to own side.
if you fend off the start well, it often means already a good chance to win, or already a won game.
if you cannot make a good advantage at start of the game, it becomes a 'grow against grow' on even forces, which is much much more difficult to overcome, so much that you can loose a game, that you already won almost before.
so its very wise to get lucky moments and USE them.
what is NOT allowed is:
if you KNOW that a player is like 5 ranks below you, and you play intentionally brutal, just to target the players capacity to ever play again a wargame match, you might land in a dangerous conflict outside of the 'computer game' constraints. this player will either surrender, or grow very strong against you in a later stage.
as for me, the strong players give me a lot of motivation to investigate, whereas i would not have interest do go further anymore. just dont care anymore.
and if other playrs dont care about you anymore, your high skill will become a dead skill, and all the time into it becomes worthless and meaningless, because a different game gets build up, instead of yours, where you was strong. and a wrong specialisation, that turns afterwards you specialized yourself (and put much cost in it) that can become a expensive, embarressing after-time.
But it could also become a very good time, if you did a very good rush that impresses.
but what does all this time mean, if major things are meaningless?
I question alot the odds. and without a true benefit, nobody will go into a meaningless time.
It literally is like a guardian for your infantry. The bigger the forest the better. It keeps the enemy from getting a line on your Helo with AA.
The only AA that could break LoS of forest was TungM in the day but that got removed lol.
Other than that, Helicopters are more defensive units. Probably a reason NATO designated it the hind.
There are no rules besides don't team kill and don't cheat.
Other than that it's up to the community to behave or not. Running into indecent people is usually the exception than the norm.
if you onplus+ limit its use for 'defence' you missed to learn it biggest strengh in emergency situations, missed to learn to AA-protect it, and bought a more expensive, but instead sitting duck.
and you rely so much on that one helo, that you are at the same time magnetic missile eater and afterwards its killed, the whole game is decided, and never again can you wipe out the forest in time.
the consequences will cost you lot of potencial to come back to the situation that was before.
we gave warnings for people, not to be a fool, because there is no way back. in germany, we have already overcome the 'zweikampf'->tackle with the base of the battle being away for you.
its much more better to win OVER the battle, trick out the battle itself, so to say make it a dummy only. its much quicker. we dont see an advantage about going below a beltline when training in the faar odds of war art. one could loose itself, because the topic is so huge. experience it yourself. its highly toxic to loose a core ever that belongs to you. so never bet it away. let it other people steal, is not the same as conflictous givng when totally knowing you loose talents for a computer game. You understand fast what meaning is again.
so learn to kill infantry +apcs + everything also Anti air when its stunned or out of ammo with also normal MGs of a helo. dont buy it for the rockets and missiles(=guided aiming) only. because if you do that, you buy only 2/3 of the helicopters power, so more expensive for less firepower.
there ARE situations, that you can make eager, more probably to happen, to kill off infantry crowds with helos, after a stun or so, and then use the CHEAP things, with same power of EXPENSIVE things. but yet more undetected from KEY blink blink kill-me traited units.
units that are more 'usual' that kill stuff, with the Power coming from the BRAIN behind, and not from the UNIT itself, is much more stealthy,...
to emphasis it: if you play with more the 'obvious units' then the players on the world will learn easier to kill certain key units, being sure about, when its down, its worth it a kill. and will magneticly kill superheavies, and super planes and such, and this will be more difficult the more you play with it. to ever win with again with those units.
after a crumble up, you must also let the opponents calm down about the nasty situation that happened to them, so they will excuse it and LET you doing so.
otherwise, they will be so much pre-angry about things, that you will not have ideas on intelligent tactics, because you are so much focused on stress and rubbish while playing.
you can win battles with small% of efforts of that huge energy that you invest, if you use the least unit possible, and that makes the Mi-24 so popular.
you can play the expensive one as a birthday present once in a while, but not on daily basis.
the less 'wind against you' will reward you from doing so.
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and players that are levels below you, are much better to use as 'innovative playing invitation' so you can make weapon tests on platforms, that you are bat at still, and thsi is invaluable opportunity, that you can never learn with only HARD opponents.
and if you only steel yourself through... more steel awaits you. but you want to hit soft sides of a hard target. much more rewarding. i can sing it for you again
Easy way to make some points to buy it is to bring cheaper AA. Like Shilka and Manpads. Rather than waste on a Tor or something. Or take a cheaper ASF rather than waste it all on a Su-27PU. or Su-27M. Anouther way to save is to get a cheaper tank rather than rely on super heavy.
I see air and tanks is usually new players pitfall for wasting points. Not recon
in theory, you can look by thinking ahead alot, what will come where, and come with less real recon.
but once you play long enough wargame, all of that is clear, even without vision,
and you end up haveing just 'work' to do, and this is where the game ends.
all of the 'fun part of my life' is work, that I already have seen how it ends?
and it just does end different if i put even more work on it?
see?
the game has a problem to be a game once you have revealed the odds going.
one thinks there is a road upwards endlessly, but this is so much effort, that you loose yourself in it, and the road upwards turns into a circle again and again, without benefits some day.
this game is played through.
But yeah game can feel tedious.
Especially when people just keep deploying and just grinding units. That feels like work when it's just spam of shock troopers.
a) not yet discovered
b) gaming itself is the newest thing to developand research on for mankind.
c) right now i try it to backup with good food also
d) developement must always happen off the stages, because its fragile. but you are excited to tell. but it would spoil to tell only half things. (and play half things on battlefield is embarressing)
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because of the high numbers of games, you can have, this leads to the 'spammy' and less careful playing, and obstacles against that feel VERY very big, even though its just a click more to do.
earlier, i felt fresh, and was excited about every scratch, that would hurt me, just to pay it back twice.
but now, I want to play wargame more reliably. I want to get my clicks better on point, want to use rocket migs hit 2 times instead of 1 target (is possible, if you attack a position, and then 2 seconds before the impact, if plane loads weapons, overwrite the attack command with a new one, but that can only be few 100m away from the original position, it will hit 2 vehicles.
tricks like this, is more asking, and im not yet there, but more reliably playing is asking more learning curve, and maybe I put a different game inbetween wargame, in order to learn it more funway.
but if you then return and imagine you would be good at it, you would turn very fast from zero to hero, and this is also not good, because it attrackts much attention and frustration, and maybe even puts the match out of scope, because its too strong.
I dont know how to advance, having the basics, and there is a far road... but i just dont have a picture, the how, i want to go. I want to go right now, but there is not a how, even though, every way is possible.
this is blocking me, and its not me blocking here.
I dont care about players do it tedious, it just challenges me more, to be beyond this, because you see its wrong, so play a punishment. but for this, its bad if the punishment fails so you must lern it first properly. and this requires courage. a steady grow, otherwise its too crazy. you go somewhere, and dont know, how to get the rest of your units until that point. but the courage makes a faster way than normal ways.
so the learning is not slower, its just less visible. and this is irritating, when the usual stuff is 'daily same', and you need that itch to be done to be fun.
the hindering is just more motivation. but this motivation does not have a plan to execute on battlefield. thats the strange thing:
you are motivated, but blocked, because its too intense. its like commanding a battery of energy to execute your dreams. but the battery does not know how to perform.
and you say: just feed the battery more it will eventually finally function.
well... this is the difference between tidy housing command school, or just throwing money at things. and because this topic is so huge and far... the blocked state goes on to be tested how you STILL can do this.
sorry for the offtopic about the helos. there is still white map left about helo usage.
a good mix with many, but not only helos is also succesful, if you keep track of AA, its powerful.
but on the other hand, a good AA net, once set up, is a challenge even for a rush.
nobody knows.