diana olympos wrote:
No fixed wing aircraft and off map support...
Devs have they said it's too hard to balance gameplay with them and they don't fit the scale of the game...
Aircraft certainly do. The issue with the game is the difference between perceived scale and real scale.
For example most games are played on the larger maps with less than 1500 per player. This leads to company - strength forces working without contact with each other. One of the argument for such gameplay is that "there is no space to maneuver on the small map with lots of point" and "with lots of points on the small map arty gets op".
However in my experience it is not so. On the small (apparently 1v1 map) Highway to Hell you have a flanking route. A clever player can make a fast (80 km/hour) force with supplies to move it to the enemy spawn area to cut off the reinforcements. There is also a room for general movement of the lines to the left, if you want a close envelopment.
Also, provided you deal with scouts and move around - even if your whole force is in the same sector, you can avoid arty with skill. Even with 4 max vet MLRS/Smerch or 12 Msta S you can do that.
Lastly I think the whole maneuver thing is based on roads. Basically you want at least 4 roads spawn/to spawn direction wise, this will preclude of any road of being overcrowded with defenses. At the same time 2 players teamed up will still be able to punch through.
That is what maneuver is about - not moving through the completely empty area, but being able to punch through the weak spot with superior force, to concentrate your effort (this also means team work).
also
- Please what is wrong with Strela 10? 2 accuracy?
- why is dana more expensive than MSTA-S although MSTA is better (save for the speed)
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We need more missilez code for the missilez god.
Praslovan:
"Tactical Ikalugin inbound on this position in 10... 9..."