Iron Conflict

Iron Conflict

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guide to everything vol. #1
By Free_Leg1on
The general guide in which I will try to cover as much and as short as possible.
#version one
   
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Introduction. General information
Warning. This guide will neither teach you how to play nor do it for you. The author is just trying to convey his thoughts to you and nothing more. Everything said in the text is the opinion of the author
Introduction.
Hello everyone.
This guide can help you answer some questions, hint, update the game. I won’t say what a great player I am, I’m not. I have thoughts, ideas, I just collected them in one place.
General information
I will not tell you where and how to enter the battle, what to click in the menu or to fight. I think you should get the basic information yourself, it will determine your intentions, and you yourself decide what you want to play this game. I advise you to read this guide after a few hours of playing so that you don't have any simple questions.
Let's start.
  • 1. In the game is not high online, most often you will play against bots! So don't be surprised where the whole team went and you lose.
  • 2. The setting of the game is a modern war in which the battle lasts for several minutes, so speed is important in the game. Your speed, use your keyboard and mouse along with hotkeys.
  • 3. One of the features of the game is Formation. Fomatsia consists of 3 units of your choice, so as you select the formation before the battle, you will have such opportunities in battle.
  • 4. When meeting with a player from the side, the game will go depending on his and your formation, map and goal in battle.
  • 5. And most importantly, it is a team game. Even against bots, you will lose if you do not fulfill the team objectives
    Units.
    Units.
    The game features almost all modern ground and air classes of equipment and infantry. Now I will tell you about their role in the battle, opportunities and benefits.

    I conditionally divided them according to their role in combat into offensive, defense and universal.
    Offensive: Units that, according to their characteristics and capabilities, can only attack or support an attack.
    Defense: Units that, according to their characteristics and capabilities, can protect other units and control the territory.
    Universal: Units that, in terms of their characteristics and capabilities, can perform any tactical task in battle, be it attack or defense.
    Below I have compiled a table (it was difficult) in which all classes in the game are indicated in their direction in battle.
    Direction
    Offensive
    Defense
    Universal
    Infantry
    X
    Tank
    X
    Artillery
    X
    Rocket Launcher
    X
    AA Cannon
    X
    Ballistic missile
    X
    Fighter
    X
    Bomber
    X
    Helicopter
    X
    AA Missile
    X
    Light Tank
    X
    Drone
    X
    Versatile units and attack require maximum control during active actions and in contact with the enemy. Use the technique as intended.
    Aviation in the game is a separate and complex topic that requires maximum control during active operations.


    Infantry
    Perfect for those who are a very big fan of the infantry. There is almost no damage with standard weapons. There is a review while it lives and does not live long. All infantrymen can attack the helicopter. Personally, I have not yet figured out how to use the infantry in the form of what it is now in the game.
    Tank
    The backbone of all the basics. Can attack, defend, die, etc. Russian tanks have a much more varied choice of tactics. The Chinese will surprise you with their Abrams number with their loud imin. Many tanks in one formation is not always good.
    Artillery
    God of War. Shoots far, painful, often. Use wisely and in an advantageous position.
    Rocket Launcher
    Shoots even further artillery. A unique branch for Russia. Often breaks modules, self-esteem. Smart use brings victory, especially in the battle for one flag.
    Anti-Air Cannon
    Aviation shredder (if you didn't manage to escape). Not effective against fast aviation. To cover the troops against the most courageous. Overall a more defensive unit than missiles.
    Ballistic missile
    For standing targets. In conjunction with the scout (if the scout is not found) makes an impression. Absolutely unsuitable for defense, cannot defend itself and requires skill from the player on moving targets.
    Fighter
    Fighter. What about the technique class? You already know everything. The most versatile, fastest, 3 rockets (bombs) hangers. There is no division by class of fighters in the game, all are multifunctional. Of course, it is better to use it for its intended purpose, air superiority. When playing with friends, one can replace all units (out of 9 units of three players) air defense.
    Bomber
    Bombs, rockets. Big. Again bombs, missiles, and so on for the whole battle. If you help with the review. Blind as a mole. With complete air superiority, victory is guaranteed.
    Helicopter
    As long as you go, children will grow up to him. They appear in the game from 5 (Russia), 6 (all) levels. Experience eats like a herd of hippos. The first 200 fights, a stroke is guaranteed, you. 2 rocket hangers. Tanks delete the game after the helicopter fight. That will bring such a style of play. Kill from air defenses and fighters.
    AA missile
    Kills everything that flies. Afraid of heat traps. Can't protect itself, no way
    Lught Tank(BMP)
    The ground eyes of your team. Reconnaissance, sabotage, ATGM. Afraid of tanks and aircraft.
    Drone
    If shells are flying at you, the missiles mean the drone sees you, you are unlikely to see it. At later levels, it also shoots rockets (in China). Use only in a bundle. Most cautious playstyle (hello infantry). Will fully reveal itself in a team game.
    Generic accessories.Specific Accessories.
    Generic accessories или modules.
    Up to 3 accessories can be installed on any unit in the game. In most cases, they improve the unit on which they are installed, for example, on the infantry that it will not be better if you don’t put it ... Although this is your choice, but now we are not talking about the infantry.

    There are passive and active modules. Modules have 8 levels like vehicles. You will have to buy new modules for each level, regardless of the vehicle class. Active modules do not change their characteristics for each new level of technology.
    Passive modules work without the direct participation of the player. The binding is only by class and level of technology, it does not affect the nation. For example, if you removed gasoline from an American tank, you can put it on a Chinese tank of the same level.
    Active modules work only when the player activates them, for a limited time and for their intended purpose. If it is smoke, there will be smoke. :)


    Specific Accessories
    You can see them in the tech unit window.
    Upgradeable modules on each specific vehicle, most of all on Russian vehicles. Any missiles, bombs (except for standard weapons) can be pumped on planes, at each level. Each level of aviation is all over again (very painful). They can be different, the module is tied exactly to the technique (level) on which it stands in real life. There are common modules like a fuel tank or a machine gun, but again it is tied to the level.

    As you can see in the picture, modules can always be put 3. There are units where you can put less, but there, in principle, there are fewer of them.
    Where to put it, you decide for yourself, it all depends on the style of play on each unit. From the general style of your game, the direction of the formation.


    We will divide Generic accessories into three categories: Infantry, Equipment, Aviation.
    Infantry
    Horse - a must, otherwise the battle will end while the pawn is going.
    Camouflage - it makes sense if the infantry will lie down and provide passive reconnaissance.
    OpticalTalescope - is a must for any style of play.
    FirstAid - you will die faster than pressing the button with the first aid kit.
    Smoke - at the discretion of everyone (takes up a slot)
    ExplosionProof - looking at the first aid kit
    Grenade - completely at a loss
    Sight - look at the first aid kit.
    Silencer - very small attack distance for infantry, you will be noticed faster
    Vehicle
    Camoflage - I have it on the BMP-2 and on the self-propelled guns, something grandiose did not work out of this. It makes sense to bet on the Stryker, it has a huge view and you can just stand there shining. I cannot recommend, you will move more than you will stand.
    Commander telescope - is a must for units with a large view.
    Repair - I would not put it as you want. if the engine breaks you will be killed by an SPG or a Rocket faster.A set of critical damage to the module.
    Rammer - this is where the world begins. put everywhere
    FCS - ACS aiming speed, for the Rocket Launcher it makes no sense, the aiming circle is larger than the monitor.
    Fire Calibration - Increases projectile or rocket penetration. At high levels, you won't even penetrate the side of the tank, I don't see the point. It will be very difficult to hit the target.
    Ammo Overload - Increases projectile (rocket) speed by 20%, for artillery only. You'll like it. For rockets so-so, there is poor accuracy.
    Laser Range Finder - Reduces projectile (missile) spread by 100 meters, so small it's not worth it.
    Quick Reload is a fun little thing. Allows you to make 5 shots in 20 seconds. Consumable, takes up a slot. It's up to you to choose.
    Composite Armor - Adds 20% armor from all sides, stacks with other accessories to armor. Absolutely all tanks.
    Governor - Increases acceleration from standstill by 20%. The maximum speed does not increase, only acceleration.
    Gasoline - At 20% tower rotation. If the turret rotation speed is less than 25 degrees, set. If the reload is longer than 8 seconds, it makes no sense, while the reload is in progress, the tower will turn itself. Relevant for vehicles that engage in close combat.
    Smoke- At your discretion. On Russian technology comes with a special accessory.
    Vertical stabilizer - Stabilizes the gun in motion and when rotating the turret. If simpler, + 20% accuracy when moving the gun. For a tank, it's better to play with auto-attack. Bradley will not look bad or a rapid-fire unit on the move anyway. I didn’t like it.
    Aviation
    Disrupton - Heat traps. Helps with AA missiles, traps must be in front of the missile in the direction of its movement, otherwise it will not work. Two clips of 5 traps, count from this figure. Rockets flying from the front will hit you, not traps!
    Stealthy Coating - Increases concealment by 20%. Reconnaissance aircraft and drone.
    Repair Kit - kills you with one rocket, I don’t know what can be repaired there.
    Improve Engine - 16% increases your movement speed, bet on your play style. Sometimes speed is bad.
    Phase radar - increases the view by 16%, wherever the view is more than 200 meters we set it. In other cases, it makes no sense.
    Tool Kit - see Repair Kit.
    Afterburner - Increases speed by 100% for 10 seconds (consumable). To mess up and dump.
    Sight - reduces the spread of the gun by 15%, only for a helicopter if it's completely boring.
    Skin - increases front armor by 20%. For Bomber only. Top armor B2A 43.4 with this module, top AA missile 71 penetration, draw your own conclusions.
    Automatic Loader - Reduces cooldown on Bomber by 15%. Necessarily
    Talents.
    Talents.
    Unlocks at level 5 of any vehicle and infantry. To use you need to level 1 talent, you can only pump 1 talent on one unit. Can only be pumped in battle or for free experience.

    All you need to know about talents, they don't work!
    Formations. Views. Use
    All the recommendations and advice on formations written here are based on the experience of playing solo, how and what to choose when playing in a team, I can only guess.
    Formations.
    The most important feature in the game is the 3-unit formation. What kind of units you pick up in battle, and such and you will have opportunities in battle. Nobody will tell you that at the 13th minute of the battle it would be better to use a tank, and at the 7th minute you will have to be here as a Fighter. No, this will not happen. All you know is what your units may or may not, their characteristics.
    You need to collect the formation so that the units complement each other.
    Solo:
    At low levels to V, offensive builds do well.
    From Tier VI, they are universal.
    In a team game, the main thing is not to duplicate assemblies. No matter how many you are (6.9), always take Air Defense, Scout, Offensive.

    Views.
    I have several templates. But this does not mean that my words should be taken as a rule.
    Here are a few of them:
    Tank Artillery AA cannon
    Tank Artillery Fighter, Helicopter
    Artillery Rocket launcher Light tank, drone
    Helicopter Fighter Drone
    Ballistic Missile Drone AA cannon,missile
    Tank Tank AA cannon, Artillery, Light Tank, Rocket launcher, Helicopter


    Use

    In any formation, the game is built around one unit. The second unit is selected on the basis of support for it, and the third unit is universal (it is used according to the situation in battle). You can play two out of three units sometimes and one can be won. My idea is that you don't need to build the game around the entire formation, first build the game around two, then start playing with the whole formation using him at a certain moment in the battle, when he can show himself as much as possible.
    The characteristics and capabilities of your formation must (underline) be taken into account from the weakest unit. (The strength of the team is in its weakest player) If you have a unit that cannot defend itself or cannot attack alone (small view) you must take this into account, your tactics defense is based on your weaknesses, attack tactics of your strong side and characteristics.

    Target in battle
    The goal in battle is the simplest, to win.
    The question is how you will achieve it, perhaps it will be a team game or using the strengths and weaknesses of your Formation, in any case you will have to make the most of the information in battle.
    Finale.
    In conclusion, I want to say that this is a good game, with its own mistakes, but it can be played.
    Due to the small number of players, you will most often come across bots. See the lineups of teams in battle, if they are the same, then you are the only player in the battle.

    [/]
    Choose 3 units that are closer to your liking and are combined according to their role in battle. Play, learn.
    This guide will be supplemented or changed altogether. I also don’t want to tell everything.
    Write here or in Discord

    This scientific work requires revision not without your help. :D








    1 Comments
    Warlord 14 Nov, 2021 @ 1:02am 
    Amazing guide.