“No” because you’re used to easy kills, or “no” because you think artillery spam really works as intended?
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.
I’m not sure I follow.
These are just my quick thoughts. It does not change the essence. I highlight the problem I think exists.
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.
No…
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.
It works as it should and I don’t see it a problem. As someone said, it may be a problem in some objectives but that is poor map design than anything.
The only time I could feel any type of problem with artillery was when someone seemed to know exactly when and where our rally points were at all times. Idk who it was, idk how they done it, but it was annoying and sus, unless it was a trolling teammate with absolutely no sense of humor.
It’s a great area denial tool when used on objectives but if you want to get kills with it the only thing you can do is put it on a choke point where the enemy is pinned down. You need to know exactly where the enemies are and where they are going to be in the next few seconds. With your suggestion it would make that everyone is going to wait until they get an open objective vulnerable to artillery fire and spam it all on that objective, which would cause a lot more frustration than the current system does.
I would prefer Little Boy or Fat Man
Not if it is all composed correctly. I see a bigger difference between using artillery as a team and saving artillery blows tactically, thus winning battle. Not to have a radio operator squad who will do it every few minutes, being behind enemy lines constantly. As I mentioned, the problem is common, not only because of the artillery, but also because of the overall benefits of the radio operators themselves as soldiers in the battle.
Mostly it is ok but I agree that if there are several radio squads at the same time that make the red circle nearly permanent on map it can be a bit frustrating. Especially if you are defending very open objective with not much cover and enemy can spam arty at the objective like crazy, gain kills and still cap it because friendly troops are immune to that. But luckily it is not that often.
I had a similar situation. What campaign you’ve played? In my case it was axis normandy.