- Both sides entrenched and waiting for another to crest (entrenched because they're all boating massive alpha and waiting for other to crest so you can kill the impatient or curious one)
- Base being capped (to get them off while bombardment is in-progress or at least deter them) so you can get there in time to stop it.
Here are two real experience using them.
- I risked death and did a jumpjet strike on other side of trench. Whelp I got lucky and didn't die. But it was for naught. Enemy team didn't move. They stood there, ate the bombardment, and waited. Because strike is not enough deterent to lose a good position to alpha someone.
- I landed a beautiful artillery strike on my base to ry to slow down cap. None of the mechs bothered to move out of range. They just ate it and continue to cap while firing off their massive Alpha strikes with PPCs, Gauss, ACs, etc. and cut the nearest mech down before he can reach cap. Once again, strike is not enough deterent to lose a good position.
- Naplam Effect. No damage but adds massive heat in the area.
- Flashbang Effect: No damage but temporary blindness
- Shake and Rattle Effect: Add alot of rocking so it throws aim off
- BattleGrid Strike capability
- No Warning: Remove smoke canister
Edited by Blood78, 28 May 2013 - 05:42 PM.