This is REALLY smart tutorial design. Whoever video edited this and planned this deserves a pat on the back: You've made it so almost anyone that sees this, regardless of language barrier, can understand what's being talked about. You've also paced the video perfectly so people can take time to understand what's being said. Usually tutorials I see end up being marketing material. This is very clearly meant to be educational, and it pays dividends. :D Well done!
Parabéns pelo jogo desenvolvedores , continue assim lancando , nacoes conteúdos , gates of hell e o jogo mais completo de hoje sobre a segunda guerra mundial Parabéns 😊😊😊
Nice tutorial, however what I think would be really good would be to add option to Force AI to shoot either directly or indirectly. What Happened to me recently is that I decided to play an US Airborne conquest campaign and I wanted to use M1 howitzer for support ... let's just say that unit's AI decided that it would be best to shoot on enemy position directly, absolutely disregarding that they had friendlies in a way :) So I would suggest some toggle button similar to Fire Mode where player could chose for the artillery either "Direct Fire", "indirect fire" or "auto" I guess
@@Fulcrox well there is a difference between close quarters and enemy trenches and sandbags about 200 meters from you and between the artillery piece and Enemy is a friendly squad in trench about 100 to 150 meters from enemy post
So imo, indirect fire needs to operate under a different set of rules from direct fire or attack ground. Instead of just carrying out calls for fire as normal HE bombard, calls for fire made on targets not in the gun's line-of-sight should be handled as Fire Missions. This means that the call for fire takes time to begin while the crew runs the calculations for fire. Missions that have been carried out before are "saved" in the memory of the gun crew as long as the gun does not reposition or move. Fire missions should be adjustable for rate of fire and rounds to expend. This way you can have destructive or suppressive fires ie: drumfire etc. Sides can have doctrinal fire missions like Walking Fire/Creeping Barrage, Airburst fire, Counter Battery or Time-On-Target. Finally, missions carried out under Forward Observation should benefit from faster fire times and even open-fire/fire-at-will. The way the artillery runs in the game makes it uninteresting and easy to cheese play with. There are really very simple ways indirect fire could be implimented in Call to Arms that would make it just as dense a layer of the game as infantry and tanks are.
I've never seen a better demonstration of APHE and APCR penetration deference
Not even in war thunder
Amazing Job
Great tutorial that ensures that RTS newcomers know the basics!
This is REALLY smart tutorial design. Whoever video edited this and planned this deserves a pat on the back: You've made it so almost anyone that sees this, regardless of language barrier, can understand what's being talked about. You've also paced the video perfectly so people can take time to understand what's being said.
Usually tutorials I see end up being marketing material. This is very clearly meant to be educational, and it pays dividends. :D Well done!
Godammit these tutorials are really aprecciated, the mow guys didnt give a shit about user experience in the past hahajaj
The editing of this is absolutely superb.
This is great, this might get me finally started.
very well made tutorials
Please add more emplacements
This is giving off Faces of War vibes
If you liked Faces of War i cannot recommend enough giving this game a try. It's the most epic WW2 RTS there is out there at the moment.
@@Cromwell95 Yes I already have it.
@@Cromwell95you cannot?
The... what. This game isn't new m8.
@@Rogue_Tiger faces of war was an old game similar to the men of war series
Parabéns pelo jogo desenvolvedores , continue assim lancando , nacoes conteúdos , gates of hell e o jogo mais completo de hoje sobre a segunda guerra mundial Parabéns 😊😊😊
Nice tutorial, however what I think would be really good would be to add option to Force AI to shoot either directly or indirectly.
What Happened to me recently is that I decided to play an US Airborne conquest campaign and I wanted to use M1 howitzer for support ... let's just say that unit's AI decided that it would be best to shoot on enemy position directly, absolutely disregarding that they had friendlies in a way :)
So I would suggest some toggle button similar to Fire Mode where player could chose for the artillery either "Direct Fire", "indirect fire" or "auto" I guess
Idk, friendly fire was an actual thing and usually artillery would stop shooting during the close quarters battle
@@Fulcrox well there is a difference between close quarters and enemy trenches and sandbags about 200 meters from you and between the artillery piece and Enemy is a friendly squad in trench about 100 to 150 meters from enemy post
Dam that was some very nice tutorial!
Уфффф ... Это круто
Excellent tutorial
Thanks!
This is so interesting..
Das ist gut 😮
So imo, indirect fire needs to operate under a different set of rules from direct fire or attack ground. Instead of just carrying out calls for fire as normal HE bombard, calls for fire made on targets not in the gun's line-of-sight should be handled as Fire Missions. This means that the call for fire takes time to begin while the crew runs the calculations for fire. Missions that have been carried out before are "saved" in the memory of the gun crew as long as the gun does not reposition or move.
Fire missions should be adjustable for rate of fire and rounds to expend. This way you can have destructive or suppressive fires ie: drumfire etc. Sides can have doctrinal fire missions like Walking Fire/Creeping Barrage, Airburst fire, Counter Battery or Time-On-Target. Finally, missions carried out under Forward Observation should benefit from faster fire times and even open-fire/fire-at-will. The way the artillery runs in the game makes it uninteresting and easy to cheese play with. There are really very simple ways indirect fire could be implimented in Call to Arms that would make it just as dense a layer of the game as infantry and tanks are.
The new tutorials are way better
Never notcied the weight towing icons
We need the pacific theatre !
Gute Ausbildung
Dear developers, I would really like to see cluster munitions for aircraft and artillery in the game in the future.
when is pacific theatre
How can I choose which quick command i lay on the F keys?
🫡👍