The Ultimate Guide to World in Conflict – PART 1

  • Details

  • Clan: Team Dignitas
  • Coaches: Robert "Moyes" Haxton David "Zaccubus" Treacy Niklas "Low-Life" Björkendal
  • Watch the video

World in Conflict is one of the hottest new titles to be released this year, and Intel have worked closely with Massive Entertainment to ensure that their latest game development was fully optimized for Core 2 technology. Sure enough, World in Conflict uses the latest advances in multi-threading to take full advantage of Intel® Core™2 Quad processors.

To help you control the battlefield, Intel Game On and Team Dignitas have teamed up to bring you The Ultimate Guide to World in Conflict.

Part 1 - 11 Steps to victory

ABOUT YOUR COACHES

"Moyes" plays the 'infantry' role in World in Conflict for Team Dignitas, "Zaccubus" the 'Air' role and "Low-Life" the 'Support' role. The clan is on a roll of two consecutive CPL World Tour stops victories and has already clinched an ESL online cup.

The team now has its sights targeted on the all important CPL grand final but first, we persuaded the guys to take time out from boot camp and give the Game On audience some expert coaching.

1: Infantry - trucks for troops

"I like to ensure that for every infantry squad I purchase I also select a truck to transport them."

The infantry class is one of the most versatile roles you can play, capable of responding to all battlefield threats. But one of the drawbacks is the slow movement speed of all infantry units, which is why perfecting the use of trucks to get your troops quickly into battle is a good idea!

Moyes says:

Before I deploy, I like to ensure that for every infantry squad I purchase I also select a truck to transport them. This enables me to rush my units forward in the crucial opening period and secure key areas.

If you go with a greater weight of infantry, your additional numbers can be neutralised by fortified enemy troops, who have had time to occupy a key position due to your slow arrival.

So, once you use your trucks to drop off your first set of troops, you then continually use them to ferry your reinforcements back and forth from the spawn areas into the heart of the battle for the rest of the game!

2: Infantry - use nukes tactically

"...the game is about capturing victory locations, not just destroying enemy units."

The most powerful tactical aid in the game is the nuclear weapon but it is easy to be blinded by its destructive potential.

Moyes says:

Detonating a nuke instantly removes enemy units from the surrounding area but the game is about capturing victory locations, not just destroying enemy units. The prolonged destructive mushroom cloud following a nuclear explosion often means that your unopposed units are left idle, unable to immediately move into a devastated zone.

I recommend detonating nukes slightly further back then your instincts would tell you. Doing so will still remove a substantial number of enemy units and whatever front line units survive will soon fall, along with the points they are guarding, to your advancing army.

Be careful about becoming over reliant on the use of nuclear weapons. It may be the most expensive tactical aid but that doesn't necessarily make it is the best value. In the time it takes to save up points for a nuke you can establish an advantage by using many of the other available tactical aids.

3: Infantry - think beyond the front line

"...it is possible to capture several zones ‘on the fly' before your opposition has got to grips with the rapid mobility of your attack."

World in Conflict has several different game modes, and ‘assault' maps are an intriguing alternative to ‘domination' maps. The key to being a successful attacker on these maps is to think beyond the set of points immediately in front of you.

Moyes says:

As a defender on assault maps, the natural response is to throw everything into holding the front line. When these points are lost the next set are often barely defended at first, due to defending units and drop-zones being located elsewhere.

A quick-witted attacking team will learn when they are on the verge of taking a set of points. The correct move is then to signal to go onwards towards the next set of points, providing extra vital seconds to get troops moving in the right direction while the enemy is vainly trying to hold onto a point that they've already lost.

If you learn to read the situation correctly, and maybe use tactical aids (such as paratroopers), it is possible to capture several zones ‘on the fly' before your opposition has got to grips with the rapid mobility of your attack.

4: Infantry - coping with enemy artillery

"...regularly use the sprint command to escape the blast/shrapnel of any incoming shells."

An infantry player's nemesis is often th

Moyes says:

If you are spotted in the open then regularly use the sprint command to escape the blast/shrapnel of any incoming shells. Ideally, there will be an opportunity to either hide inside a forest, or use the cover offered by buildings. But if you take the latter option, beware; even the strongest building won't last long under a heavy artillery strike.

The good news is that there will come a point where the enemy has to reload and this is when you can seize the opportunity to enter a new, relatively undamaged building, again utilising the sprint command if it is available. In such a fashion your unit will remain alive, continue to exert control over an area, and negate the effect of enemy artillery… to achieve all this, it's necessary to maintain a close watch on your units!

5: Air - be a moving target

"With a simple movement that still allows me to fire on enemy units, I can become almost impossible for them to accurately target."

Air players are advised not to stay in one spot for long. A team that is weak in the air will often use tactical aid against you and quickly nullify any advantage you hold.

Zaccubus says:

If your enemy sees you in one place for too long then you can expect the air-to-air tactical aid strike to be used against you. This can destroy your helicopters in the blink of an eye, so you must keep moving your units as much as possible.

My medium helicopters can be effective Vs medium tanks but the longer I stay on one spot the easier I become to target. With a simple movement that still allows me to fire on enemy units, I can become almost impossible for them to accurately target.

6 Air - coping with stronger opponents

"If my opponent follows me they will be in for a nasty surprise..."

In any even competitive game there will come a time were you'll be the player who is outnumbered in the air, in which case you must try and utilise your team mates to minimise the impact.

Zaccubus says:

You should never fight a battle that you know you'll lose. As an air player if I see straight away that I'm outnumbered I always want to have the option of pulling back towards some ground based anti-air. If my opponent follows me they will be in for a nasty surprise and then defence can be quickly turned into attack as your opponent pulls away and you then give chase.

7: Air - learn to love hotkeys

"...against an equally skilled opponent using hotkeys, you are certain to lose."

Every gamer, even those not aspiring to high level competitive play, is advised to learn to utilize at least three-quarters of the hotkeys in the game. While a chore to learn, hotkeys can be a quick way to substantially improve your performance.

Zaccubus says:

'Air' players often have the least amount of reaction time. Your units are the quickest moving and you'll often be fighting against enemy helicopters which, if you're both flying towards each other, mean you have only a fraction of a second to land the all important first blow with the air-to-air missiles. Without hotkeys your reaction time will be so slow that, against an equally skilled opponent using hotkeys, you are certain to lose. Whoever kills the first helicopter in a group can possibly retain the advantage for an entire game.

8: Support - Make it heavy for helicopters

"...buildings can be very good obstacles to hide behind."

Covering your team's ground units is an essential role played by the 'Support' player. Anti-air vehicles being of particular importance.

Low-Life says:

Heavy anti-air has an advantage over medium anti-air, as it is far more effective when surprising enemy helicopters, achieving the same amount of damage at either short or long distances. On city maps like USTown01 and USTown04 buildings can be very good obstacles to hide behind. If you can find some good places to hide a heavy anti-air in the city, you can quite often surprise enemy helicopters.

9: Support - learn to think like your enemy

"...making strategies to help your units survive enemy artillery barrage."

Knowing your enemy makes them easier to kill, so while 'support' may be your favourite role, your intuitive reactions will improve if you have experience of playing the other roles.

Low-Life says:

Sometimes it can be a good idea to play around with the other roles on public. When playing from your enemy's point of view you will think differently, making strategies to help your units survive enemy artillery barrage. When you know how your enemy thinks, it becomes a lot easier to predict his likely movements and sometimes you won't even need a visual to kill opposition units.

10: Support - dead support is no support at all

"...once an artillery unit has been located, it's not going to be alive for very long."

If your units are dead, you can't kill the enemy. Making even minor movements can be the key to keeping your units alive.

Low-Life says:

An easy way of keeping your artillery units alive is to simply move them now and then. Even if your units are far from the battle, your enemy will find them sooner or later, and once an artillery unit has been located, it's not going to be alive for very long. For heavy artillery you can even move them between each shot if you are good at micromanaging.

11: Support - the value of a visual

"Paratroopers are a great unit for dropping behind the enemy lines..."

Having a visual on your enemy makes killing them a lot easier. Not everything needs to fight to have a value on the battlefield!

Low-Life says:

Paratroopers are a great unit for dropping behind the enemy lines to capture unguarded points and harass artillery units standing still. But for a support player they can be even more valuable if you can find a good place on the map for scouting - a small forest some distance from where enemy units like to travel is usually a perfect place. Drop a paratrooper squad in there and put them on 'hold fire' to protect their cover. Any light units within their visual area should be easy pickings.

Final thoughts

Moyes: World in Conflict is easy to play but difficult to master. I trust this guide has provided you with some ideas that will help you on your way to surviving a heavily contested WiC battlefield! Who knows, maybe one day you'll be the one giving out the tips! Good luck guys!

Zaccubus: The 'air' player will often be one of the lowest scoring roles, especially if you are always trying to defend against opposition helicopters. You won't get all that many kills, compared to the other classes and you will seldom get involved in capturing locations. That said, in the 'air' role you are performing a vital role which demands sharp reactions and lots of common sense. If you fail to block off opposition air power your team will quickly falter when they look to push forward on the ground. I hope that by following these tips your future team mates will compliment you on covering their backs! Good luck!

Low-Life: There are many techniques and strategies one must learn before mastering the 'support' role. These are just a few basic ones, but as every journey begins with a first step, consider this the start of yours. Now get practicing soldier! Good luck!

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