Re: Vehicle specializations
As someone that only really plays Conquest:
When driving armor I use + armour with the tanks, and usually with the APC's too. Most of the time it pays off. While faster reloads, more damage or Alt fire will give you some more kills in the short run, Surviving engagements means in the long run you control the flow of the battlefield for longer. Also My friends that use don't have it, can't usually survive a well placed mortar attack. Also I usually roll with a friend in the turret anyways, so dealing with infantry isn't that crippled, and I use the shells sparingly, since I don't want to kick up too much dust for my gunner if I can't make a decent shot. I focus on dealing with armour they deal with most of the infantry. Alt fire doesn't help me in a armour fight in a tank, or once I'm tracered. Also much like leaning around a corner (free lean or a cover system for a BF game one of these days please) most serious armour whores learn to use cover in between shells, and try to fight at a decent distance, so often unless you are point blank that awesome Alt fire missiles for APCs can be dodged. Faster reloads for you doesn't do much when I'm behind cover while I'm reloading.
optical zoom is the only one I've considered using from time to time, however dying easier from mortars, less RPGs and not being able to barley survive mines as well, bring me back to the extra armour.
Really though they are all really interesting, work for different play styles, even with different squad styles. Smoke for either helping cover your own squad mates and getting rid of tracers. Sensor for helping detect units, though really a sniper in the group will largely be just as effective and you get another kind of perk. Optical zoom for scooping out a situation and roughing up armour from a distance, while AT and C4 equipped units can engage said enemy armour easier since Its shaken up earlier. Extra damage and faster reloads for players with very good aim in armour, and while I consider my self in this category, I also know that you can't be perfect and having that extra protection means that as soon as the other player misses a shot I basicly have the advantage. Alt fire varies from vehicles to vehicles and even position in vehicles so it's a bit harder to categorize.
As someone that only really plays Conquest:
When driving armor I use + armour with the tanks, and usually with the APC's too. Most of the time it pays off. While faster reloads, more damage or Alt fire will give you some more kills in the short run, Surviving engagements means in the long run you control the flow of the battlefield for longer. Also My friends that use don't have it, can't usually survive a well placed mortar attack. Also I usually roll with a friend in the turret anyways, so dealing with infantry isn't that crippled, and I use the shells sparingly, since I don't want to kick up too much dust for my gunner if I can't make a decent shot. I focus on dealing with armour they deal with most of the infantry. Alt fire doesn't help me in a armour fight in a tank, or once I'm tracered. Also much like leaning around a corner (free lean or a cover system for a BF game one of these days please) most serious armour whores learn to use cover in between shells, and try to fight at a decent distance, so often unless you are point blank that awesome Alt fire missiles for APCs can be dodged. Faster reloads for you doesn't do much when I'm behind cover while I'm reloading.
optical zoom is the only one I've considered using from time to time, however dying easier from mortars, less RPGs and not being able to barley survive mines as well, bring me back to the extra armour.
Really though they are all really interesting, work for different play styles, even with different squad styles. Smoke for either helping cover your own squad mates and getting rid of tracers. Sensor for helping detect units, though really a sniper in the group will largely be just as effective and you get another kind of perk. Optical zoom for scooping out a situation and roughing up armour from a distance, while AT and C4 equipped units can engage said enemy armour easier since Its shaken up earlier. Extra damage and faster reloads for players with very good aim in armour, and while I consider my self in this category, I also know that you can't be perfect and having that extra protection means that as soon as the other player misses a shot I basicly have the advantage. Alt fire varies from vehicles to vehicles and even position in vehicles so it's a bit harder to categorize.
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