you can use secure mode as hold fire mode kinda. especially when running away from enemy tanks use secure mode so your tank don't reveal itself in the fog of war.
also you can instantly stop your vehicle by making it face different direction via right-click drag.
shift clicking to reverse your vehicle is better than reverse sometimes.
Tips & Tricks for Newbies
5 Feb 2015, 04:34 AM
#61
4
Posts: 4301 | Subs: 2
5 Feb 2015, 14:39 PM
#62
Posts: 1484
1) You can cancel focus sight on your SU-85 Tank Destroyer to move faster.
2) Captain has a speed up production ability, use to pump Shermans out faster.
3) Paks and Stugs have "Target Weak point" abilities at Vet.
2) Captain has a speed up production ability, use to pump Shermans out faster.
3) Paks and Stugs have "Target Weak point" abilities at Vet.
6 Feb 2015, 18:59 PM
#63
Posts: 16
1. Mines will detonate if hit by anything but small arms. It is therefore usually a bad idea to stand on top of your own mine. You can also use this to defuse enemy mines from distanse.
2. Be carefull when defusing demo charges. They can still be detonated after being detected.
3. Trip wire flares can provide LOS for demo charges (but can also alert the enemy). You can also build them close to mines to provide sight when someone hits your mine. You can also use them to provide sight for your mortar(s).
4. If you crew a team weapon with Pathfinders (or other scout infantry) it will have very good sight range, but will be more expencive to reinforce.
2. Be carefull when defusing demo charges. They can still be detonated after being detected.
3. Trip wire flares can provide LOS for demo charges (but can also alert the enemy). You can also build them close to mines to provide sight when someone hits your mine. You can also use them to provide sight for your mortar(s).
4. If you crew a team weapon with Pathfinders (or other scout infantry) it will have very good sight range, but will be more expencive to reinforce.
6 Feb 2015, 22:20 PM
#64
8
Posts: 2470
if you infiltrate back far enough you can hide snipers in cover and use them to sight for globals on unattended artillery and other goodies. try not to panic retreat unless you know you have a clear path out. the OKH sniper in particular is often better off hiding and jumping from cover to cover.
also, the OKH sniper becomes visible when jumping fences :\
and on the mine topic, RGs are great for clearing mines, particularly when the engies are building them.
smoke can be used to cover for units that do not have it. you can drive vehicles forwards, pop the smoke for something else, and reverse back. probably won't get hit by anything either as they'll be targeting the other vehicle.
mortar smoke is harder to use as it has a long time before the first shell lands and it has some scatter so fire it as soon as you think you might need it. if you have multiple mortars fire one and then the other when the first is on the second shell.
the OKH smoke run is amazing, particularly on a map edge. call it in from the edge and you'll have a huge, cheap (40 mun) smoke run in 2 or 3 seconds. the angle means it'll usually wall off a large area from the enemy.
also, the OKH sniper becomes visible when jumping fences :\
and on the mine topic, RGs are great for clearing mines, particularly when the engies are building them.
smoke can be used to cover for units that do not have it. you can drive vehicles forwards, pop the smoke for something else, and reverse back. probably won't get hit by anything either as they'll be targeting the other vehicle.
mortar smoke is harder to use as it has a long time before the first shell lands and it has some scatter so fire it as soon as you think you might need it. if you have multiple mortars fire one and then the other when the first is on the second shell.
the OKH smoke run is amazing, particularly on a map edge. call it in from the edge and you'll have a huge, cheap (40 mun) smoke run in 2 or 3 seconds. the angle means it'll usually wall off a large area from the enemy.
6 Feb 2015, 23:14 PM
#65
1
Posts: 551
Another great tip for OST:
Stug E can sometimes one shot decrew any allied AT gun
Stug E can sometimes one shot decrew any allied AT gun
7 Feb 2015, 13:17 PM
#66
Posts: 1802 | Subs: 1
Another great tip for OST:
Stug E can sometimes one shot decrew any allied AT gun
So does both versions of T34 and different models of Sherman. It's not a tip, it's your Axis hatred.
7 Feb 2015, 20:36 PM
#69
14
Posts: 10665 | Subs: 9
Defamatory post #67 invised; follow-up also invised.
Please try to assist the smooth running of this board, by not quoting controversial posts in your reply, otherwise you run the risk that you (post #68) get sucked into the the eradication of the poison. (which is what has happened here)
Please try to assist the smooth running of this board, by not quoting controversial posts in your reply, otherwise you run the risk that you (post #68) get sucked into the the eradication of the poison. (which is what has happened here)
8 Feb 2015, 13:42 PM
#70
Posts: 229
Updated. Thanks for more tips (and thanks Major for cleaning up).
20 Mar 2015, 11:07 AM
#71
Posts: 721
This thread contains good stuff I didn't know.
In the news that this became, at USF tips with the screenshot of the Major locking down the territory, what map is that?
In the news that this became, at USF tips with the screenshot of the Major locking down the territory, what map is that?
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