Talk:Forward Observer (NOTD)/@comment-4697956-20111229024629/@comment-4706235-20111229073425

FOR TL:DR REASONS, THE NEXT REPLY WORKS TOO Here i go... So long as you a) know the terrain in such a way that the with the "funny" angle, you can still distinguish what is where (and if you have survived gas sequence you should be able to easily), and b) know where every single member of your team is while the sequence is going on, it is easy to not teamkill. Obviously this skill is best used while your squad is stationary, so you will know where everyone is accurately enough to know where to not shoot. With that said, if you have won any decent amount of games, preferably some of those being alpha, it is EXCEEDINGLY hard to tk without them walking into what would be easily assumed to be no-mans land. My opinion regarding either tree of FO is that superiority can control mobs without worrying about fixed ammunition, can rape muta waves with ghosts, and can tank some bosses with flamers (and mobs, but air strikes and gunships should be used for mobs therefore making firebats not as needed then) Air fo is TERRIBLE against bosses that flamers should not tank. Also air FO is exceedingly dependant on energy, and ivax's emp will thus render air fo entirely useless. Arty FO is able to control mobs and hurt bosses that are not being tanked. Very little energy is used for the damage provided. The only thing I do not like about arty fo is that air is indeed more fun (for me) and more importantly, the shockwave rounds... well seem to be less useful than satchel is for demo. In an EC game, Arty FO with napalm has some.. interesting slow effects on erebos, to a degree that he can solo it. So long as you dont SPAM shells ALL THE TIME, ammo is rarely an issue.