THAT’S WHY I KEEP SAYING THEY NEED TO GIVE ARTILLERY AN ACTUAL AMMO CAPACITY THAT SLOWLY REFILLS OVER TIME… like good god it doesn’t take a genius to figure this out… it doesn’t remove artillery spam altogether but it does make it so spamming artillery can most certainly fuck your entire team over when you exhaust all the artillery shells your team currently has when you really need a strike…
all they really need to do is just not allow arty on objectives
that was the problem but the dev’s only really listen to the pricks that have little hours in the game and only want to be able to win
it was never press 7 to win anyway you moron!
Why would you make such a complicated feature when you can literally just do what the devs did and change CD for the same result?
You hurt my fee fees, how dare you!
how is adding an ammo count complicated in any way… its literally just copying and pasting any of the current ammo holding guns on top of artillery but making that ammo count shared by the entire team instead and then making it so the ammo fills over time…
nerfing the cooldown is a fucking morons solution that’s like trying to fix a leaky pipe with ductape… im suggesting they add a system that will mediate artillery spam automatically… sure spam might still happen and thats fucking realistic but the majority of the artillery cannons needed to be manned and reloaded by hand by a crew on a ship and the ammo had to be transported by hand from the ammo hold in crates like these
if they fired too many shells too fast they would literally exhaust their available ammo supply and they need to wait for the crew to get more shells from the ammo holds, and ammo holds are below deck… so it does take a while to transport shells even with a wheeled cart…
This post… is new levels of stupid. You’re really going to refer to it as a “fucking morons solution” then state that you want artillery limited to have the crew go and grab new shells to put in the guns by having a shell CD timer. Which is the same fucking thing but just a more complicated code by adding shell limits and shell spawn rates. Its so much more complicated its not even funny. If my idea is like trying to “fix a leaky pipe with duct tape”, yours is like trying to fix it by chainsawing it and then making a whole new section with just duct tape.
You obviously have no idea about how coding works. Why would you add in multiple lines of new code and risk breaking the game when you could literally just edit one value?
you clearly are just trying to act smart but have no idea the fuck your actually talking about because i just suggested they copy an already existing line of code (the guns ammo capacity) and apply it to the artillery but make it so the ammo capacity also has a refill CD
your idea wouldn’t prevent artillery spam in any way. lets say 9 people spawn with a radio man and 3 spawn as a radio squad… they can still fucking coat the map with artillery strikes even with an increased cooldown…
as for your suggestion i don’t know how to code i fucking code systems in games… like shit you wanna compare languages im fluent in python, lua, C, C++ and batch…
The current patch allows this? No it doesn’t. So I don’t get how it doesn’t work.
Yeah I can tell you have no idea how to code. The fact you think it just works like that is hilarious. And you’re the one telling me:
So if you would kindly stop talking out of your ass it’d be much appreciated.
*Just going to edit and say I misread what was said as @115466271 didn’t have coding experience when he stated he did have experience.
uhhm yea it does work like that with games 1 person or a small team usually is responsible for coding separate parts of the system… i specialize in redundant systems… shit like basic warps and guns ammo capacity… so i think i know a little bit about how these things work… and yes that means im the guy who writes the long sections of pretty basic code that nobody really wants to write…
and yes ammo capacity is a redundant system because its not necessarily needed for a weapon in a game to shoot, aim and kill stuff… it just limits you from having unlimited ammo
No its not just copy a line and change the name of the asset. Then you have to code in multiple lines for the cooldown timer and shell limit. Then you have to code in how it interacts between the players. New lines for the description. What happens when there are exceptions that can be caused for a variety of reasons. Then they have to thoroughly test it and debug it. They also have to make sure that the new code doesn’t conflict with original code. Thats multiple hours of coding time instead of just changing the CD timer value which takes a matter of minutes.
Now that I’ve given you a general idea of what would need to be done I hope you can see the differences in dev time between the two.
yea and a cooldown timer is like what 2 lines 3 at most like come on they already have the code for a cooldown timer that ticks in seconds on the current artillery… the code is literally already written itself it just needs to be merged together…
ammo capacity + ammo refills by a pre-set increment every X seconds… this is novice level shit not rocket science… lol ironically its generally the same code they use for rechargeable energy weapons on any game…
The conversation in this thread has become personal at times. Please keep the conversation civil, and make your points without resorting to personal attacks, so this topic can remain open and no punitive measures need to be taken.
i think this was a step in the right direction. Yes arty needed a nerf and yes this is too harsh of a nerf. I just think the numbers need to be a little better. 45 s after spawn and 2-2 simultaneous artillery strikes. Although i think like i said arty has been improved on in its current state compared to before where spam won and lost games
I disagree. Focusing on such a small support role to guarantee your efficacy in the game will only result in furthering disappointment as the game continues to change and evolve.
What are you disagreeing on specifically? My suggestions? And i disagree, the game needs to be in a well balanced state. Before artillery was OP, not its underpowered (although not by an absurd amount) and it is not hard to see that. Should they focus on other areas first? Maybe, but they should not disregard the fact that a radio operator in its current state cannot do much more than act as a trooper and that is inherently wrong.
you have no idea what is right or wrong. Try making an argument that isn’t sensationalist drivel.
“…played an entire game with a radio operator squad…”
I see I was right about you! You’re one of those!
I hope you quit so my ass doesn’t have to carry ya. Nerfs are fine. Artillery is now a support weapon instead of a main occupation. Shelling an area occupied by your own troops is not historically accurate anyway. For historical accuracy, remove artillery, because neither side would use it while their troops are fighting for the position.
You just want to sit in spawn and spam arty. Stop posting the same topic every day. Nobody wants to play your version of the game.
Stalin probably would disagree with this statement.
I just started to use artillery and have had no success! I play Axis Normandy and I think trying to use artillery in defense is far harder than attack. Attackers come from all directions when defending you pretty much boxed up and coming from basically one direction so laying artillery has a greater reward. I just want to level my radio squad up and now suffer low scores as I am dicking around with the radio op and trying to stay alive waiting to try and get some kills lol. So far artillery has not been kind just the odd kill. Hope it gets better with upgrades.