Note: Forgot to mention that the "Advance" order won't work properly and bug out in place if not used in a wide open area, using it in a narrow choke point will make them Stuck and unable to move after grouping. +This exact gameplay method can also be applied to Spear Sargents if you insist on playing them, BUT be sure to have CC immunity doctrine and try to predict heavy CC effects while nullifying them with that immunity doctrine.
Good educational video brodah,you are just missing a important factor that provides another very strong mechanic to this unit,and that is the CC immunity doctrine combined whit the addvance.When u use the cc imunity doc and u addvance,any unit infront of you will be literaly pushed back and crate a safe clear zone for yourself and your ally. Another thing that i would advise you to do it not to rush to X move your units that much since your unit needs to attack to get there CC imunity from cover commander,it was a good tip you provided but dont over use it otherwise you lose a important buff from your unit!
i would not reccomend using cc immunity doctrine to anyone because the unit has immunity as a base line, even tho its not absolute. the power creep is so real that swaping more defence for 1 safe zone... is almost suicidal. sure its a good thing but overall value at all times across the board will always be better than situational things on 1 min cd. and the X-ing through, as I mentioned in the video, happens after some time in combat when decision is to push through because your side is winning, so it naturaly starts in immunity and because fights isnt a fast proces it will be hard to overuse it, until its time to push again, the immunity will persist and if not - its most likely safe since you are winning the encounter Also, if you need to push - you push, you don't wait for perfect calculated opportunity, you wait for opportunity in general, because you don't play a solo game and you need to fulfil your role, its better to get hit a bit more than allow your damage dealer to die because you waited for the perfect tic. That's a perfect example as to why I talked about the responsibilities of the frontline role before I touched the details on unit control but thanks anyways, I appreciate your input ❤💖
heeyyy, I actually did have the idea, but for siege in general rather than just for ranked. the problem with doing that, especially for ranked, is that once I make an analysis of how to do it, lets say - from the attackers perspective, you can then do a counter perspective from defenders side, and then the other way around which makes an infinite loop and I don't feel like that's beneficial to anyone. Strategies are only valuable when only one side knows about them, because the other side will need to adapt on the spot
I see, the reason why I specify ranked is I’ve lately seen a lot of “drop A drop B hold C/Home” where the entire team listens. But it’s only coordinated enough to see in ranked. I feel lacking in understanding what needs to be done to win those games as maybe the 4 to 5 grand champs in my team understand but I don’t. Maybe after 2 rounds of strategy/response there are diminishing returns but it feels like I’m caught on the very first core strategy.
@@sonnyliu8946 oh if its only the answer you looking for as to why they do it - you can tell me the map and ill give u the spec answer, or if u want a generic answer - specific points in maps are harder/near impossible to defend, because of terrain, being open from multiple sides, being open in general(not having chokes is considered hard), being super trebable or simple to tights therefore a defensive blob might suffer heavily from focus fire
@@sonnyliu8946 while attacking you need to do it from multiple entries at the same time so enemies get split and reinforce the side that broke through. defending - you have choke points, use them. use a mobile defense style to not get trebed, look at the map and rotate to where enemies going and block the chokes. you dont really want to let them in properly and let them gain ground, like that they can manoeuvre around. + you have higher ground perfect for artilery fire Use chat and pings for the best possible result, and be patient, worst things you can do - is going alone
I hate using them because most of the times the team either just stands there doing nothing or just charges in, ignoring their low speed 15:40 those are the vast majority of the shield players I find in games, like we're on the last point, times is ticking the capture is almost done, block the one path the enemies are using to interrupt capture
yea man, totally get you !!! its absolutely insane... Which is one of the many reasons I made this Guide and Started playing Frontline myself, someone has to do it
Generally speaking frontline troops perform best with Heavy armor Hero because they are tanky enough to not die from others, therefore they can provide the most support since they are alive, aswell as heavy armor classes has the best suited abilities to support frontlines because their abilities do AOE effects
Note: Forgot to mention that the "Advance" order won't work properly and bug out in place if not used in a wide open area, using it in a narrow choke point will make them Stuck and unable to move after grouping.
+This exact gameplay method can also be applied to Spear Sargents if you insist on playing them, BUT be sure to have CC immunity doctrine and try to predict heavy CC effects while nullifying them with that immunity doctrine.
This is good stuff. X-ing them where i want them to go in a fight is a good tip, as is using their 1 skill to regroup in chaotic situations. Thanks.
Always a pleasure
however the decision making is as important as control, randomly going in with good control will bring only losses
once again herl great video from the greatest player in the game top dog
haha thanks luv
I thougt i was the greatest you cheating bastard! >:3
Very nice comentary and explanations! Good stuff!
thanks, means a lot to me, hope it helped ;)
Good educational video brodah,you are just missing a important factor that provides another very strong mechanic to this unit,and that is the CC immunity doctrine combined whit the addvance.When u use the cc imunity doc and u addvance,any unit infront of you will be literaly pushed back and crate a safe clear zone for yourself and your ally. Another thing that i would advise you to do it not to rush to X move your units that much since your unit needs to attack to get there CC imunity from cover commander,it was a good tip you provided but dont over use it otherwise you lose a important buff from your unit!
i would not reccomend using cc immunity doctrine to anyone because the unit has immunity as a base line, even tho its not absolute. the power creep is so real that swaping more defence for 1 safe zone... is almost suicidal. sure its a good thing but overall value at all times across the board will always be better than situational things on 1 min cd.
and the X-ing through, as I mentioned in the video, happens after some time in combat when decision is to push through because your side is winning, so it naturaly starts in immunity and because fights isnt a fast proces it will be hard to overuse it, until its time to push again, the immunity will persist and if not - its most likely safe since you are winning the encounter
Also, if you need to push - you push, you don't wait for perfect calculated opportunity, you wait for opportunity in general, because you don't play a solo game and you need to fulfil your role, its better to get hit a bit more than allow your damage dealer to die because you waited for the perfect tic. That's a perfect example as to why I talked about the responsibilities of the frontline role before I touched the details on unit control
but thanks anyways, I appreciate your input ❤💖
this is what i’ve been looking for!!! Subscribed. Just an idea but have you thought of doing map theory for ranked?
heeyyy, I actually did have the idea, but for siege in general rather than just for ranked. the problem with doing that, especially for ranked, is that once I make an analysis of how to do it, lets say - from the attackers perspective, you can then do a counter perspective from defenders side, and then the other way around which makes an infinite loop and I don't feel like that's beneficial to anyone.
Strategies are only valuable when only one side knows about them, because the other side will need to adapt on the spot
I see, the reason why I specify ranked is I’ve lately seen a lot of “drop A drop B hold C/Home” where the entire team listens. But it’s only coordinated enough to see in ranked. I feel lacking in understanding what needs to be done to win those games as maybe the 4 to 5 grand champs in my team understand but I don’t. Maybe after 2 rounds of strategy/response there are diminishing returns but it feels like I’m caught on the very first core strategy.
@@sonnyliu8946 oh if its only the answer you looking for as to why they do it - you can tell me the map and ill give u the spec answer, or if u want a generic answer - specific points in maps are harder/near impossible to defend, because of terrain, being open from multiple sides, being open in general(not having chokes is considered hard), being super trebable or simple to tights therefore a defensive blob might suffer heavily from focus fire
@@herlajisthanks! How do i crack valley fortress C point?
@@sonnyliu8946 while attacking you need to do it from multiple entries at the same time so enemies get split and reinforce the side that broke through.
defending - you have choke points, use them. use a mobile defense style to not get trebed, look at the map and rotate to where enemies going and block the chokes. you dont really want to let them in properly and let them gain ground, like that they can manoeuvre around. + you have higher ground perfect for artilery fire
Use chat and pings for the best possible result, and be patient, worst things you can do - is going alone
nice video! subbed
thank you, if you have more questions - I answer to the all comments
how do you only have 270 subs? you are amazing. Subbed!
aww man thanks, but i dunno, i dont make a lot of content, working on madao now, but since subs or moneytasation is not my goal I really take my time.
@@herlajis keep up the good work!
Very good and handy guides, helps to internationalize the basics
🤓🤓🤓
I hate using them because most of the times the team either just stands there doing nothing or just charges in, ignoring their low speed
15:40 those are the vast majority of the shield players I find in games, like we're on the last point, times is ticking the capture is almost done, block the one path the enemies are using to interrupt capture
yea man, totally get you !!! its absolutely insane... Which is one of the many reasons I made this Guide and Started playing Frontline myself, someone has to do it
Great guides Dude subbed :)
wow great video man
Are heavy armor generelly Support or is it this gameplay just because of this particular unit?
Generally speaking frontline troops perform best with Heavy armor Hero because they are tanky enough to not die from others, therefore they can provide the most support since they are alive, aswell as heavy armor classes has the best suited abilities to support frontlines because their abilities do AOE effects
@@herlajis Thanks for explaining :D
Like and sub purely for your tactics talk, pushing up 1 tower is always a losing battle
thanks 😇😊
probably will do the same about anti cav but i promise it will be shorter 😆