Just won a game of Demolition where they couldn’t actually get close to the target to defuse it, not because we had the area well and truly secured, quite the opposite, but through the ability to call in an Artillery strike every 40 seconds, they couldn’t actually get close enough to defuse the charges.
This shouldn’t be a viable tactic.
I propose a change that prevents the radio artillery strike from being able to be called on outdoor objectives, such as Demolition or Capture points.
It makes them, especially the former, neigh on impossible to take if you have a less than competent team.
But it shouldn’t be able to be the sole main reason that a defender cannot de-cap.
The example above, I shouldn’t have been able to sit back and stop them from defusing the charge by relying on the artillery strike and the odd rifle shot.
I came away with about 35 artillery kills from one match alone.
You are partly right, but what other use can we give to artillery, from its nerf that was already several months ago, the best thing that stands out today is securing point and blocking the passage. If we restrict this option, personally the artillery would be almost completely obsolete.
I kind of agree but at the same time, what would be arty used for?
It’s best used as a control point blocker so if we remove this function, it will become a bit pointless.
I’d say it’s more about timing and you having lucked out with bad enemies, artillery can be succesfully used on the offensive as well in order to deny enemy squads from reinforcing the defense on the cap and buy time for friendlies to cap.
Maybe only in dream world where every player is defending objective (and not being there late) and building rally points… otherwise no. We need arty exactly on objective for defensive purposes against rushing hordes of relentless enemies.