Artyllery rework

Give radio operators a pool of points they have to spend on calling artyllery strikes etc.


To avoid situations when players spawn, spam arty and continue to play normally, small ammount of points should be given after respawn and more points should be generated over time.

9 Likes

I think if they left everything just the way it is with this exception, the only section that has Radio is the radio section none of the other sections have them, if they pulled them from all of the other sections this would reduce the artillery spam that we see right now

Then it would probably end up like mortars. Only a few dudes will be willing to sacryfice their MG/assaulter squad to use radio.

6 Likes

Exactly

So just say you want to remove it instead of pretending sth else.

I don’t want to remove indirect fire at all.

I love my radio section.

It’s just that right now it’s ridiculous with everybody in every section being able to basically have a radio it’s complete overkill.

Half the time you have to wait before you can actually use your fire mission because somebody else is using there’s

This way you’d have the same amount of fire on target you would just have fewer people using it and you would have it with the same frequency most likely, again because you wouldn’t have to continuously wait for the other fire mission to stop

And you’re competing with the guys in the airplanes who are trying to target the same area half the time.

And of course the motors

So instead of the whole team spaming arty we will have one guy spaming arty.

Certainly fewer

Not really. A single guy with radio squad will call arty every 30 seconds after a barrage ends.

A random radioman in an lmg squad for example can call what… once every 2 minutes (or more)?

It wouldn’t change a thing. Just limit squads for no benefits.

2 Likes

I would put a maximum of two attacks for each platoon that has an operator or three at most.

3 minute

1 Like

Right. So a radioman in an lmg squad will only ever call arty once. Because with Enlisted pace, in 3 minutes, your radioman already has died…

2 Likes

Which kind of helps the argument in the sense that he’s kind of useless anyway so Why have them cluttering up the mix.

If the other objection is that there are way too many submachine gun units, doing this would also encourage at least one or two players per match to use something other than a sub machine gun or a machine gun

Because we have the choice to do so, and choice is good. If I plan to attack a heavily defended point with an assault squad, I love to soften up the place with a timed arty strikes before I charge. I only need to call arty once. In that sense, my radioman is an invaluable member of my assault squad.

I fail to see how removing a guy that cannot equip lmgs or smgs going to reduce smg and lmg spam… :no_mouth:

4 Likes

this community never cease to amaze me.

3 Likes

I honestly think a pool should be per soldier. For example a regular radio man in a squad should be able to call in one arty strike (they usually only do before they die.)

For a radio squad the upgrade to the timer should just be +1 arty strike to each soldier. So with 2 radio guys in a radio squad that’s 4 strikes total. The 30 second timer should be standard to all squads. So if a regular squad has 2 radio guys then they can call in 2 strikes total with 30 seconds between each.

I think 4 strikes for a radio squad seems fair because this will allow them to camp and use artillery THEN forced to move up because unlimited artillery is no more.

1 Like

One idea which was mentioned once should be considered as well (dunno who said it. Guess it was Joe)…

Anyway instead of giving non-radio squads the ability to call HE shells, they should only be able to call smoke support.

Why suddenly there’s too many people talking about arty? Am I the only one who has no problem with the way it’s?
I get that people can spam arty, friendly arty giving you cover (for 5 sec? ) and all of that but is that really op? I really don’t remember to lose a capture point just because of that.

It’s not like I love to see people spamming arty but I don’t think they need to nerf it or anything!

2 Likes

Hermann Goering Strasse in Berlin the first point is in the open and Soviets always artillery the objective and slaughter the bots, it’s impossible to defend. The quarry map in Moscow most objectives are in the open and impossible to defend from artillery spam. The tatooine village in Tunisia, 90% of the objectives are in a large hole that artillery magically can go down into and slaughter everyone.

Yeah artillery has been a problem, it’s just it only pops up when people began to abuse it and the playerbase gets annoyed.

1 Like

Tbh axis do the same to defend that point and the thing is, point is in the open area and you really don’t need to go in there to defend it(I’m saying that as max axis in Berlin ) you can stay back kill the enemy before they get there and wait for arty to go away. Tanks can hold the point as well.(I’m saying this to prove it’s not a lost game as soon as soviet try to use artillery) same things for other maps you mentioned.

what you said about bots is right, bots are easiest target to kill with artillery while players can simply avoid it (the red circle on the minimap ) then maybe they have to work on AI instead of the arty nerf.

I still don’t believe artillery alone can make you lose a match , game give you a big warning before it happens and you have enough time to find another way to defend/attack.

1 Like