chykka wrote:I always thought firing without Correction in RD was a little easier than previous games. So it made counter fire more punishing, and you would have to move right after firing So it made safe platforms like British As90 dwarf older pieces that could put more sustained fire with more units as they could get countered harder unless you baby sat them. As Que'd orders could still give enough time to be countered by other artillery. So it just made a ton of Artillery very rare to see on the battlefield. (maybe excluding most mortars are pretty usable.)
I like when correction is used, and obviously information is key where to fire. However I havn't played with the lance much, but when you can guess where CV's are and get lucky it's kinda disgusting, Although Atacams and Lance do have a fair bit of aim time.
Problem with Helo rush is how much information it can give you early, if he tries to ground rush your spawn. Unless you drive way around the map and the helo rusher didn't spread out much like on some maps you will likely see him trying too push deep, so you can try to defend your spawn. The guy being helo rushed pretty much has no choice but to buy AA unless his starting force can deal with it, which is why planes and Recon Helo's are your primary early warning but still give very little time to postition your force after a move fast command. With helo's being the most universal for spotting ground as well. One thing that kinda compounds it is how Helos don't get as many LoS blocks so even lower optic helicopters they will spot a Fob from very far away. Than the helo rusher even if he didn't invest everything in helicopters he will usually have better idea of where your troops are and air units will have mobility advantage but at least easier to spot unless he's unloading infantry pretty far forward. That's why Cv's make it lot harder to defend as your first deployment usually is going to the front while your Command is supposed to sit at the base spawn which is not usually very defended as your planned front line.
I always thought base building or any kind of progression like the phase system, or over overpricing helicopters. Would alleviate the shock and cheese factor of helicopter spam at deployment. Side spawns would help a lot, and not all maps have them. And in Conquest if the Deployment Spawn was 0 points it would pretty much force a much more mobile game. I have lost to helo rush on Fulda but I probably opened with way more commands than I should of and tried to play both sides and the middle zone. Yet if I kept my units closer and Covered less Commands maybe I could of still played the side spawns and been safe.
I think EEs correction system is much more user friendly, and gives risk/reward/avoidance capability. Blind Firing was just going to waste ammo and just maybe stun/random kill/morale route something. But if a recon or other unit spotted a target, the shots would become more and more accurate. This worked with the tube and mortar arty; but with MLRS it was OP. It was the every narrowing circle of death. ALB simplified correction; but that made some units with correction one shot deletion buttons. RD is kind of weird because correction is also adjusted by range dispersion. So some arty and MLRS are more lethal when brought up to their minimum ranges. I like EEs correction for arty and its mechanics.
Helo Rushing though ERRRR. Its a high risk/reward strategy. On some maps it can be a no risk all reward strategy. I think RD with its deep flanks with no strategic importance [side spawn/zone] has encouraged this particular problem. If I remember some information an earlier build had helos flying on the exact edge if not off edge of map, to swing around and attack an opponent from the flank or rear. One patch had to add a border specifically for helicopters to limit them from the edge. Although they didn't do that with aircraft sadly.
Some factions do have cheap and lethal responses to helicopter threats.
My preference is to leave at minimum 2 manpads in base. And some cheap vehicle options.
Maybe the question should be the actual accuracy/lethality of low tier MANPADS in RD.
Because from my experiences versus Bluefor, there are so many high accuracy Manpads to even consider using Helicopters is near suicide.
Redfor oddly enough has all the weird gaps in counter helo rush.