First of all, there should be some limitation on how much and under what conditions a radio operator could use artillery. The current situation with a simple time limit does not work. Keeping in mind how many radio operators can be in the game at one time. Maybe it’s time to think about limiting certain classes?
But let’s move on. First, the radio operator, by default, could have only three artillery calls per battle. To get more call tickets, the radio operator should capture the point, or get one then the point is taken over by the team members. The same would work in defense mode. The radio operator should take an active part in the game, and after defending the capture point, get the right to use the artillery again.
For example, for each opponent killed, for each tank destroyed, a certain number of points could be obtained, where artillery could be used when a certain threshold is reached.
Also, one should keep the radio on the back safe as possible. Hitting radio with a random bullet would demobilize it for a period of time. Let’s say - time penalty.
Thoughts?
Completely uncontrolled artillery spam, I think must be pre-composed properly.
Yes, but I think certain classes of soldiers could be more hardworking to not only bring more benefits in the battle, but you should also think carefully about how and when to use them tactically. Exactly the same with flamethrowers, mortars ect. I think it even makes certain classes more popular. Let’s say high risk - high reward.
Okay, so for further clarification, what happens when a radioman dies and the player switches to another squad?
Do they get their artillery strikes back, or does it function like a killstreak where you have to work your way back to it for the rest of the game?
Yey! More CoD-like mechanics! V2 for 200 kills when?
To OP, I kind of agree but at the same time I’d say that arty is in the lower spectrum of ballanced. It gets some kills but not much but is good at blocking areas when is spammed.
Really my only problem with the system is that those things make it harder to recover from a rough start to a match, because it adds momentum to the team that’s winning, and takes tools away from the team that’s losing.
Imo rewarding a wining team with more tools to kill is stupid as hell. If you see you are loosing after the first 2-3min of the game, you just quit because it will only get worse as the enemy will get better toys with time.
Not to be so “bad” if it’s a squad of radio operators, they could keep the former bonuses. Why not.
Let us not forget that the radio operator could be given access to artillery by all the soldiers who, by their successful game (capturing points, etc.), would give him such an opportunity. Team work.
I just had a tragic battle in the Moscow campaign today, no matter how many rally points you do with engineers, no matter how hard you try to crush an attacking enemy with MG squads, no matter how you try to outflank and so on. - The battle was completely lost purely because of several operators who, sitting behind the enemy line, were just waiting for the purposeful use of artillery. I don’t think that should be the case.
This is the real truth as well. There are an infinite number of simply open space capture points on the maps, where one artillery blow can destroy 5 or more squads defending a spot at a time.
I feel arty is in the perfect spot at the moment and working as intended: area denial. Only the radio squad can call it often, and by often it’s just once per minute. Arty already got nerfed enough, if anything I’d even remove the red xbox circle of death on the enemy minimap UNTIL the range finding shot has landed.
Frankly now the only way to get kills with arty is if someone is brave (or stupid) enough to remain in the circle of death because he’s caping or simply forgot to look at the map. Or when bots are stuck.
Arty is in a good place atm, let’s not mess it up.
it’s especially bad in destruction because once the bomb is set, you don’t even need to stay on the point, you just need to keep dropping artillery and mortars so nobody from either team can get close to the bomb.
No, because, the artillery is very good so, that it is an order at a time and not several at the same time, as it was before, not to mention that before it fell at 8 seconds and now it is almost 30 seconds and it gives you enough time to dodge it, so I don’t see your suggestion necessary. Of course I do not seek to offend you, it is my point of view, do not take it the wrong way.
We should talk about improving specific classes in general. Nerfs, and buffs, doesn’t solve certain problems. If players are accustomed to one or another game model, it does not mean that it works correctly. In my opinion, just a time limit on the use of artillery is not enough. As Attic_Annie observed, a lot also depends on poorly composed capture points on the maps itself that have no cover from artillery.
Thank you for your opinion. My proposal is more focused on recycling specific classes in general, so that they are more useful and better used in general. Like mortar or flamethrowers too for example.