Daily nerf artillery thread

Nerf artillery. 30 seconds is extreme, nearly every match nowadays is artillery on top of artillery on top of artillery on top of artillery on top of artillery on top of artillery, screen shake 24/7, more screen shake than actual gameplay.

This is disgusting. Personally I’m done with this game until this is nerfed.

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I played today and had two matches in a row without any artillery, you would not believe how fun it was.

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I had one match like that out of 7. After the last one I yeeted the game off my PC, gonna wait for the artillery nerf.

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Yeah like if artillery occurred every couple of minutes it wouldn’t be nearly as bad, but each game has like 15 artillery strikes.

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artillery sucks, there should be a one artillery squad on the field limit, like how there’s a limit for tanks or planes

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Artillery and mortar have to be nerfed, anyone playing the game would see that, i guess the devs are not playing their own game.

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if it’s the same way of warthunder sure they are not playing their game.
Just focusing on easy money as fast as possible.

Many people have mentioned this before, but now its my time lol

Apart from many changes they could do to cool Artillery/Mortars would be Marking them on the map as they use their abilities (And prohibit them to be used indoors of course).
That way mortars would have to counter each other and so on
Also planes would be more utilitaristic than only “Bomb of fate” for killing.

Agreed, the non stop incessant artillery spam all game long on the small maps is too much. Couple the artillery spam with planes doing constant bombing runs and it’s a struggle not to just log off. I love the environment and WWII theme and I’m sure there’s a fun infantry experience in there somewhere.

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Couldn’t agree more. Played a round of Ruins of Vaux invasion earlier and the first cap there were like 5 or 6 artillery strikes going off at the same time, it was nuts.

Daily Durov confirm and agree here!
Yes, Artillery spam is a real problem right now. IMO there is a way to fix this problem. The delay between two Arti strike should be 1 min or 1 min 20 sec, and also limit the radio squad number on the field.

I would rather be happier if they nerf bomber planes, it doesnt matter where you are you will die, I die in BUNKER I die in HOUSE Literally no protection against it. Also dont bother shooting them down because AA is pure garbage.

I still don’t have any issues with artillery. You see a big red circle before it drops. You have plenty of time to take cover and find a different route to an objective. While I would not mind a slight increase in drop time for artillery, I think any cooldown over 45 seconds would make it useless. I also think that artillery outside of the dedicated squad could be made a bit more useful. As such, my personal proposal is making it 45 seconds, as said, and then turning the perk from 8x as often to 2-3x as often, leading to a 1:30-2:15 minute cooldown for non-dedicated artillery.

“just don’t go on the objective bro”

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I think the best solution would be to rethink arty.
Let’s start at the base level what should it do?
Well obviously turn an area into paste.
How do we want to limit it?
We have the CD time, AOE size, shell count, shell size, and attack time.
The CD, well for what we have 30s is way too short.
A 20s barrage with 30s cd is just 10s of down time.
Putting it at 2M is much better, 20s barrage 2M cd is a 140s of no arty.
As for what the radio squad could get instead of a reduced CD, there have been suggestions of stuff like specialized rounds or the like, but I think we could do it even more simple.
Just increase the number of guns on the barrage. Make it last the same amount of time, same CD, but have launch 50% more shells to help blanket an area more effectively.
Because one problem with arty is well it is great at area denial, it isn’t great at killing people without a lot of saturation, this would allow saturation without making it oppressively smattering the screen.
This also means that instead of two people being able to keep somewhere under constant bombardment, you would need at least six, which is over half the game. And if over half the game is coordinating something like that it is an extreme show of teamwork.

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There is friendly fire. If they spam the objective, neither side will ever cap it. My solution for the team killing would be reducing XP gain for the duration of the match for each teamkill. -10% per kill until you get 0% XP. That should naturally reduce the amount of arty on points as people wouldn’t risk the team killing.

But when the objective cannot be capped like that in conquest, you can simply move to one of the roofed objectives. For invasion or assault, this indeed can be a bit of an issue, but I don’t think increasing cooldown is the solution there.

My other suggestion I had given to another thread is to make arty shoot spotting shells instead of having the red circle before arty drops, then drastically reduce arty accuracy unless the spotter has visual confirmation on the spot shells. Force the arty users to get out of hiding that way.

Arty spam and mortar spam needs to be addressed
The shortest cooldown on the arty should be 2min with the upgrade
4 minutes without
Anyone who says otherwise is fucking delusional or spams arty and doesn’t want his welfare kills nerfed

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The amount of kills you get with arty is kinda random if you don’t drop it on a point. The issue isn’t the cooldown, it’s the dropping on an unroofed point. Increasing the cooldown won’t fix that issue.

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No, the issue 100% is the cooldown are you okay?
Constantly covering the approach or enemy’s position with a massive AOE stun is the issue

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That’s why I am suggesting to force the spotters to be near the place they drop arty so you can find and kill them. Increasing the cooldown would only increase the needed amount of people using arty to lock a point like that.

Having people that use arty die would naturally increase the effective cooldown without making them feel like they have to wait unreasonable amounts of time.

1 Like