


The higher importance of armor than artillery, and the weakening of artillery's attack power by patches has added to the problem. The most prominent forms of this is support players using heavy artillery instead of anti-air and repair units, leaving armor players exposed to enemy helicopters. This heavy reliance on teamplay has been met with some criticism by players since unexperienced players that do not teamplay can potentially spoil a match. The game relies heavily on teamplay, for example, a lone armor player can be easily defeated by an air player, whereas an air player would be ineffective if friendly armor players are not present to eliminate enemy anti-air. In addition, each role has its own exclusive units, that aren't available for purchase from other roles. Each role's basic units can be purchased by everyone but are more expensive for players with a different role. Finally, the support role contains anti-air, artillery, and repair units. Players choosing the air role have access to anti-armor, air superiority, scout and transport helicopters. The infantry role gives access to various infantry squads such as anti-tank teams, snipers, and light transport vehicles whereas armor allows players to use various classes of tanks, the dominant direct fire land combat unit of the game. The player may choose one of four roles in battle: infantry, air, support or armor. They are pitted against the Soviet Union throughout the story as well as in online play. However, only the US and NATO are the available factions in the single-player campaign. World in Conflict contains three main factions: the United States, Soviet Union & NATO, all playable in multiplayer games. In fact, the game's designers considered the game to be an RTT, though the game is generally marketed as RTS. Another example of the genre is Ground Control by Massive Entertainment, sometimes considered World in Conflict's spiritual predecessor. Tactical gameplay lacking base- and unit building is similar to real-time tactics (RTT) games, some of which feature intermittent reinforcements. When a unit is destroyed, the points that had been used to purchase it are slowly filtered back to the player: thus reinforcements can be summoned back into the fray. When a player buys a unit, the reinforcements points are subtracted from the point bank and the units are airdropped to the field, with a 20-second wait for the units to arrive. Instead, players are given a pre-determined amount of in-game reinforcement points to buy units. World in Conflict does not offer base-building or resource gathering.
