Artillery is something that definitely has historical basis, and needs to have a place in the game, but currently is very imbalanced in comparison to other game mechanics.
Causing issues like:
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it being too easy to operate
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being able to be used without any exposure to the enemy
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no counter to it, as the location its being fired from doesn’t exist
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by raining down so many shells, it absolutely obliterates anything within its area
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there is no friendly fire damage, so it can be exploited heavily for pushes where teammates can freely walk through it.
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being heavily spammed by numerous players, causing a nearly endless bombardment.
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requires only a single person to use but can easily wipe out an entire team.
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and plenty of other issues.
On the flip side, players have expressed that it is a barrage rather than something that can be used with precision, occasionally not actually hitting where the player wanted it to.
It has been brought up before, and again just recently that by comparison, the mortar squad (which is overall weaker generally) takes considerably more steps AND teamwork to use effectively.
So since my suggestion contains both buffs and nerfs, I am listing it specifically as a REWORK.
Suggestion:
First and foremost, the way in which the artillery is aimed and shell count needs to be changed. Considering that they are very large shells and therefore large impact, a player should need to physically be able to see what is being fired at.
(Historically, shells were zeroed in with the help of the radioman, where shells were fired one at a time until the correct aim was achieved. We see this to some degree in the game where one or two shells drop before the rest of the barrage, but these are not given any kind of zeroing effect.)
So, what I propose specifically is that the player has 2 options. Both starting with actually seeing the intended target.
Option 1:
They click once (use the “fire” button) on the intended location, and 3 shells are fired at random within a 20m radius of that point.
Option 2:
They hold the button on the intended location, and it fires the shells one at a time, each one getting more accurate than the last *as displayed below.
This allows for more precise strikes like rather than an exploitable bubble of explosions.
The radio operator would become more of a precision instrument.
Example of use:
Players could now use this to strike specific positions such as trenches, nests, and even eliminate tanks.
Regarding Cooldowns:
Currently players are limited to one barrage every two minutes, and must wait for other players to finish their barrages before being able to fire one themselves.
This would remain the same.
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- In regards to the aircraft runs, this would still be a shared team resource, HOWEVER, up until the point that the sirens sound when the aircraft are close, other players will still be able to drop standard artillery. (the bomber strike would still be aimed as it currently is.)
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- In regards to SMOKE artillery, the cooldown on this would be MOSTLY separate from the standard artillery. Each have a timer of 2 minutes (with the perk), HOWEVER they cannot be fired within 30 seconds of each other.
(The smoke would be aimed by visually selecting 2 points, and the line would be dropped between them.)
- In regards to SMOKE artillery, the cooldown on this would be MOSTLY separate from the standard artillery. Each have a timer of 2 minutes (with the perk), HOWEVER they cannot be fired within 30 seconds of each other.
Countering:
Actual artillery sites would be added to the game.
These artillery sites would be outside of the normal play map, and would be able to be attacked and eliminated by aircraft.
When players use artillery, the site will become very visible to enemy aircraft. If attacked and enough damage is done, the artillery will become unavailable for a period of time.
- This means artillery will no longer be without a counter.
- this helps give aircraft additional targets to help their team.
Final Note
I know this is a fairly long read, but I ask that you read it through thoroughly before passing judgement.
I think with these changes, the game will see a much better degree of balance.