2019 Mercedes-Benz E-Class Vs. 2019 Mercedes-Benz C-Class
Due to its greater rear head- and legroom, backseat passengers will be able to stretch out a lot more in the Mercedes-Benz E-Class than the Mercedes-Benz C-Class. The Mercedes-Benz E-Class will be a favorite with taller drivers due to its greater front head- and legroom than the Mercedes-Benz C-Class. The Mercedes-Benz C-Class requires fewer visits to the gas station than the Mercedes-Benz E-Class, making it more convenient to drive. There are a lot of factors to consider when calculating the overall cost of a vehicle. The main consideration is Manufacturer's Suggested Retail Price (MSRP). The Mercedes-Benz E-Class will definitely make more of a dent in your wallet than the Mercedes-Benz C-Class, which has a much lower MSRP. Another consideration is the Destination Charge, which is a standard charge for transporting the vehicle to the dealer from where it's built. The Mercedes-Benz E-Class and the Mercedes-Benz C-Class have similar Destination Charges. Since the Mercedes-Benz E-Class is much wider than the Mercedes-Benz C-Class, finding a wide enough spot in a parking lot may be a bit more challenging. For some people, bigger is better. If that's the case for you, then you'll be happier with the Mercedes-Benz E-Class, which is slightly longer than the Mercedes-Benz C-Class. With similar torque, the Mercedes-Benz E-Class and the Mercedes-Benz C-Class do an equal job of transmitting their engine's power to their wheels. The Mercedes-Benz E-Class has a larger turning radius than the Mercedes-Benz C-Class, making it slightly more difficult to maneuver in and out of tight spots. The Mercedes-Benz E-Class has less horsepower than the Mercedes-Benz C-Class, so it will probably be somewhat slower. In terms of seating you'll be able to fit the same number of people in both the Mercedes-Benz E-Class and the Mercedes-Benz C-Class. You'll be able to fit about the same amount of groceries into the Mercedes-Benz E-Class as you will in the Mercedes-Benz C-Class.
Spawning: The spawn locations as mentioned, could be located at varying distances, separate from those spawn locations of ships. In example, much farther out. Ensuring that aircraft must come in contact with other aircraft, and ensuring enough time can be had for ships to fight themselves, what ever distance or time that is has to be found. Engagement: Many suggestions have been made in regards to how far ships can actually shoot, and the way in which battles could happen. For one, it has been pointed out that it is not impossible for a ship such as the Yamato to make rather tight turns. Maps: Lots of suggestions have been made in regards to the distances in which ships can shoot. Objective: A significant percentage of people have suggested the idea of moving away from kill based game play, and focus on manipulating the way in which battles are played by focusing on objective based game play. So how do these vehicles fight then?
Either: Capital ships start out opposite each other at 12 nautical miles (the International water mark visible distance), with support class vehicles positioned closer to the center of the field of play. 2 -One-Two Punch: The aim of this victory is to target the capital ship itself. TWO: Or we go down an objective based approach. Which in my opinion would be the best possible solution. Given the nature of plane battles, tank battles, naval battles themselves are of a nature far too unique to simply place in War Thunder, that is why different game play is your answer. So there's a couple things I'll note before going further: The distance mark beginning on these modes can change. The tier of the vehicles is more flexible in this regard. Either an even spread of ships, eg one Yamato with supporting fleet, or a large number of ships such as the Yamato in the same battle.
This will be a game mode that I will call Elite Battles, also known as No Fail Missions. This will basically consist of a number of objective oriented battles, strongly discouraging the lone wolf style of kill based stetpedding. Objective 3 - Contested Beach Landing: The goal here is straight forward. Small landing ships, either AI controlled or player controlled, are launched from larger ships at the goal of landing on a beach, or a port, and being able to occupy points. Victory could be obtained by either capturing all the points on the beach, let's say A, B, C, D, E and F, as an example, Victory being defined as successfully establishing a Beachhead in this case. Or, by occupying a point or two, and bypassing the beach, and disabling the enemy HQ located inland, Victory in this case being defined as successfully causing the Dysfunction of the enemy HQ. Here we're focusing on the case of the capital ships, but it is easy to see how aircraft and ground forces could easily be incorporated here.
No comments:
Post a Comment