They just need one guy laying downstairs doing literally nothing to keep the objective contested.
They just have to be there before the artillery does.
If you think for just a couple of seconds extra you will realize this will change nothing at all. You can easily see objective points for miles away, far enough to where the enemy canât get to you. That âsolutionâ will do nothing at all.
The only viable solution to this disease called artillery thatâs worse than anything is to increase itâs timer WITH the perk to 2 minutes. You can still spam artillery every 2 minutes if you want, but you will be less useful to your team as opposed to actually playing the game.
Artillery still remains extremely effective in terms of zoning, as is already, and it wonât be game ruining to a point you get tinnitus when you play the game. Cry more.
My idea was to have the arty user directly spot one or more of the artillery spotting shells. You would actually have to be somewhat close to make sure you can get around any line of sight obstructions.
You can also make it so that instead of accuracy, the amount of shells fired could be reduced if itâs not properly spotted, reducing the shell shock stuff.
Note: I rarely use arty myself as I donât have enough squad slots to warrant bringing it over engineer, assaulters and gunners. But to me Iâd rather come with a solution that increases historical accuracy and make it somewhat of a minigame to make work than adding an artificial limit like cooldown increase.
No you donât considering a lot of capture zones are buildings and you can literally call artillery on it from 3 years away, do you even play this game?
Artillery needs to have itâs timer increased to 2 minutes, full stop.
If the spotting shells land on the other side of the building, you would have to walk around to see it. You canât exactly do that from miles away. There would be a bunch and kinda spread out.
2 minutes is too much. You might as well spawn, drop arty, die and drop arty with another radioman in different squad which renders radiomen squad useless just like in CBT.
1 minute should be enough.
Itâs dissapointing that there is always crying ânerf thisâ, ânerf thisâ instead of at least trying to think together how to remake problematic mechanics so they can be fun for everyoneâŚ
With all the squads that we get there should not be âone true wayâ to play Enlisted. Each player should have possibility to choose his favourite squads, play them and have fun in the process. Continous asking for nerfs is the simplest way to ruin it.
It might surprise you but you wonât get anyone to agree with your opinion if you continuously keep insulting them for disagreeing. Try using reasoning.
Also, hiding a post requires multiple people to flag it.
Unlike you, I try thinking of ways to indirectly nerf the spam while keeping the squad fun, instead of brainlessly adjusting numbers. Again, I personally do not use artillery unless I am memeing. And I do not have had as bad of an experience with arty as you. That is not some kind of crime.
But please, keep on being toxic about things. See how far that gets you.
And failing horribly.
Nothing of what you suggested would result in a fix. It would simply pathetically change the way itâs spammed, Iâm sure people enjoy being artillery spammed over and over and over and over and over and over and having more artillery spam than actual gameplay.
Screen shake is a very fun mechanic especially when it happens constantly around the clock.
Try playing the objective. Everyone I know that plays the objective despises artillery and wants it nerfed.
You want to keep the squad fun? How about PLAYING THE GAME WITH IT AND USING IT TO ATTACK OBJECTIVES INSTEAD OF SPAMMING ARTILLERY
Thank you for daily dose of salt and spitting insults, however I use radioman squad, I play with and against it.
And I also agree, that 30seconds is too low cooldown that makes this spam painful. However, if you extend cooldown over a minute to your proposed 2 minutes, radiomen squad will work exactly the same like in CBT⌠aka research all you can and trash it.
Because while I´m most certainly playing the game, I have my doubts that you did during CBT and are not aware how useless artillery was back then⌠That is what you want to return to.
Never insulted you but ok, whatever helps you sleep at night.
A minute is still far too short. An artillery strike lasts nearly 30 seconds, having to wait an additional 30 seconds wouldnât change anything. Crutch people will still abuse it by camping far away from the objective and shell it constantly making it impossible for the enemy to attack it due to the permanent screen shake.
I want artillery to not give me cancer every time I boot up the game and have it actually be playable. This is worse than when we had CAS spawn nuking.
Artillery in CBT had either 4 or 5 minutes from what I recall, not 2. 2 minutes will be just fine for it. You can easily call it, zone out an area, push up, take an objective, by the time youâre done you can very likely call it again.
Thing is, with lifespan of your soldiers (unless you want to sit in the back, watch the movie and drop arty every 2 minutes) is pretty low (and no, there is no git-gud excuse, because AI will get itself killed, and if you want to be useful for the team you need to somehow engage the enemy or attempt to play the objective⌠and that makes you target).
So those 2 minutes would have same effect as 4-5 minutes in CBT (same cooldown is shared across non radioman squads too) and instead of being passive (or unlikely to drop more than 1 artillery) it would be more profitable for you and the team to just switch to another squad until you get a chance to drop it again.
As such, the solution is, surprise surprise, to prevent arty squads from sitting back and watch a movie, like I suggested.
With 30 seconds cooldown you don´t even need to watch the movie, unless you are complete potato you can still go to the âdanger zoneâ and survive long enough to drop artillery strikes depending on how severe is the fighting and where.
That was also probably the main goal of devs when designing radiomen, but 30 seconds is simply too low and enables a lot of spamming. Artillery was strong weapon vs infantry in WW2, but gameplay wise 1 minute cooldown should be optimal.
From my point of view with bigger maps the problem with arty would be at least half fixed.
For example the new map in moscow campaign is bigger than others (forgot its name. sawmill +open field)
Arty was not cancer like it can be on others maps.
Limit the numbers of arty squads could be good too.
In theory perhaps, but in practice you need to be aware, that this is locking 1 out of your only three infantry slots, while you might not even be able to use this squad for an entire match. If we consider this, it is definitely not a viable solution to the crisis.
Limit of the squads will hurt non premium players even more. Without additional squad slots that will be eliminating 1/4 of their choices without possibility to adapt to it.
1/3. Last slot is reserved only for vehicles which are often locked too.
Blockquote
In theory perhaps, but in practice you need to be aware, that this is locking 1 out of your only three infantry slots, while you might not even be able to use this squad for an entire match. If we consider this, it is definitely not a viable solution to the crisis.
Limit of the squads will hurt non premium players even more. Without additional squad slots that will be eliminating 1/4 of their choices without possibility to adapt to it.
Yep itâs true.
I would say the same system than warthunder with air support in arcade.
Having your arty squad but need to be the first one to press 7 to use it.
Still not the best choice but just an idea