Raft survival game how to put hull down
You add 3? locations to the to hit table so that is like 17% less shots the location will take. Location v/s thickness is, IMHO, a wash, or close to it. Keep them at range (LRM Carriers) or have them hide most the time & only come out for speedy back shots from semi concealed positions (Fast Hovers) You just can't run them up into melee with a bunch of mechs. Played smart, vehicles can avoid pillboxing for your typical game length. And a SL is a small price to pay to keep a crit from floating down to something nastier. SL's & MG's mostly to deal w/ a mech trying to jump behind for the Kick or infantry popping out of buildings. Easier to keep the LRMs facing the target v/s when they are in MG Range.ī - Side/Rear weapons are for CLOSE range targets & soaking crits. Hull Weapons are generally best used in 2 ways.Ī - Long Range guns facing Front. Is pillboxing inevitable? Is it best to plan for being pillboxed? What does that say about investment in mobility?Īnd, a final question, does adding a location and spreading the same quantity of armour more thinly, add (more locations to spread damage around) or subtract (thinner armour) from the survival of a tank? If that approach rings true (that a side-on tank is a tank in trouble), does that change people's opinion about hull-mounted weaponry? One of the posters raised the point that, with tank criticals being what they are, they always tried to keep the front facing.well, facing front. I'm a keen reader of all of the '.of the Week' articles (a big thank you to everyone who has contributed to those) and it was one of those that started me thinking about this topic. I will raise one thing in relation to the topic though. Or, rather, I feel very confident that my opinion is often under-informed! Sadly, as I don't play very much I don't feel confident in voicing my opinion. Hi PLLP! I always read the replies with avid interest as the community always does a great job of discussing the topic and raising interesting points.