I have a concept in mind for artillery that I would like to talk about and suggest: currently we have two types of attack artillery and one support artillery, well, the concept I want to talk about is to talk about the different calibers of weapons, to give an example the air attack loads 50kg bombs, my idea is to give 3 viable options to each attack, each with a radius a little larger and larger than the previous one but at the cost of increasing its own cooldown, in the case of smoke choose yes Do you want an even denser curtain or, on the contrary, launch several curtains, bombers with loads of 50k, 250kg and 500kg, etc.
i had an idea that maybe you could manipulate the radius of artillery with mouse scroll, you would get artillery that covers more ground but is less concentrated
mmnh not worth due basically you can scroll down at min and make a mess
Console controls??
If the minimum radius allowed is the current one of the current artillery and they do it at most like the radius of a bomber attack I see it, and if they do it with part of the pad then maybe it works
yeah that’s what I’ve been thinking, on some maps the current artillery radius is not ideal, since you can’t just drop it on top of objective because there might be a roof or something in your way, so if you could enlarge the radius and just drop somewhere in the enemy territory that would’ve been really good way to use it. ain’t sure about the balance tho, maybe only radio squad could’ve done that.
yes and you can try make bombers go for a different flank so they won’t expect it…
I’ve had a similar idea but I think it would work better like this………Rocket artillery
Rocket Artillery would cover a wider space but fire less projectiles. So the enemy doesn’t know exactly where it will land but it still has a greater potential to reach various targets
very oddly enough I literally explored this concept a lil in the scenario pack
Heavy bombing runs for radio squads and heavier artillery call for sniper squads ( to make them more relevant on the battlefield)
Wild synchronicity!
would be cool, i mean bombing runs are useless really…
interesting concepts
I somewhat feel the same as you, but I feel that they are useful when the need arises. Sometimes I even appreciate them
They have a higher chance at managing to destroy an enemy rally, they can wipe a large area preventing enemy reinforcement, they can force the enemy to wait it out preventing them from fighting at the frontline. They have their role to play
I’ve suggested Incendiary Bombing Runs as well as Heavy Bombing runs. I think the Radio needs more options so you have lots of choices to use that class
also fix the damn times, it’s that the problem…
Hmm don´t know what i should feel about this. This is intresting thought. This could work.