Hide enemy Artillery/Bombs AOE on map

Maybe this is a preference but I’m interested to hear people’s opinions…

I would suggest that the area of effect for enemy artillery/bombing runs didn’t appear on my minimap, for a few reasons:

1 - I can never tell what is friendly or enemy artillery when looking at my map, at the very least there should be a color difference rather than testing the waters to see if it deals damage. Right now they both appear as the same.

2 - When players know exactly where enemy artillery will hit before it even strikes, it allows the player to leave the area, and with the area for artillery being so small it’s not really that big of a threat. There’s no reason in battle why I would know the exact location of enemy artillery. Marking shots should be your warning. If marking shots start landing near you and you don’t see friendly artillery on the map, leave the area or seek shelter.

3 - Bombers always have a siren warning as they get over head so when you hear the sirens and see the bombers, it’s up to you to seek shelter. Bombing zones appear on the map for an exorbitant amount of time before the bombers arrive and it gives enemies loads of time to clear the area or find cover, making them a slight nuisance at best. Not knowing where the bombs will land incentivizes players to focus on taking them out with either planes or AA to avoid the surprise. Right now people seem to mostly ignore bombers.

When the enemy can see your attack before it strikes, it numbs the purpose for these weapons of mass destruction.

14 Likes
  1. No.
    It would result in ppl running through friendly arty and that’s stupid. Normally this bombardment should do friendly fire, but it doesn’t due to possible trolling. So it looking like enemy arty is the best we can get.

  2. There were suggestions to show arty marker after the first shell hits. But nothing so far.

  3. Yes. It’s way too obvious.

2 Likes

Good point.

Why should we know in advance where enemy arty gonna fall…
At best you hear a whistle before the Boom.

It’s a yes for me. Good rid.

2 Likes

But if you only know that an area is targeted by arty when the shells start droping there is a huge problem…
AI wont be able to react in time and even the ranging shots could easiely wipe out a squad or two.
If you really want to remove the heads up then they would nned to nerf it into something tiny like a mortar or it is just a objective kill all button.

intercepted/compromised radios

of course, make artillery even stronger, i know let’s add supper artillery and let every class call in arty strikes eliminating the radio operator, in fact let’s let tanks and planes call in arty strikes they have radios,

You can already do that. All I have to do is say in chat “Hey I’m dropping arty, move in.” And also bombers which are way more powerful are clearly marked as friendly.

This already occurs. “AI reacting” is simply not something that happens in this game. Go drop arty on the objective against Axis in Tunisia, you get like 20 kills. It would be nice to see some programming where if marking shots start landing the AI can seek cover or move out.

You already can. Pretty much every class lets you add a radio operator to the squad.


Outside of killing a bunch of AI, artillery is not very effective since you can dodge it. If in making the artillery hidden becomes too powerful, the size of barrage can very easily be dialed in or just increase the cooldown.

Something like what happens in War Thunder could also be implemented where you might just get a warning that artillery is in your area but you don’t know exactly where it will hit. In War Thunder you can use arty to kill tanks all the time, but in Enlisted you know exactly where it’s hitting so tanks can move out of the zone making it virtually impossible to kill any tank operator who has a drop of awareness.

1 Like

And how does your change inprove upon this?
Now you can farm players too? Is that what you want?
Should the game just boil down to just press 7 and run onto the decimated point with turbo cap times no even allowing defenders to couter attack intime?

And this isnt powerfull?
Just stop the enemy from rushing onto the point for 20 seconds? Squad AI already gets bogged down easy when bomber/arty blocks the way.
Arty should not just be press 7 for free kills or radio sniper will be even more prevelent.

A. It was just an idea but I don’t think it would be hard to adjust the parameters of barrage time, delay between markers, cooldown, etc to keep it balanced.

B. There’s a pretty large time gap between marking shots and the barrage hitting. If you’re not paying attention who’s fault is that? People aren’t dumb, many will seek cover. Currently artillery isn’t a threat because you can skirt the edges before it even hits then instantly fall back in. I also don’t think the game should be developed around a currently stupid AI when that should improve in the future.

Artillery on a point can already force players out of the zone, clearing it for attackers. Additionally, artillery doesn’t hit a very large area and sometimes only hits half a zone. Also this would only really play into capture points which are in the open whereas most points are in a building. But if the point is in the open you can very easily kill attackers from the edge because you have full visibility into the objective. You also still have your own artillery to respond to enemy artillery. And again, you can look out for marking shots.

You’re also assuming everyone is sitting on a defense point, out in the open, and in the same spot for this scenario to really play out which if an objective is that exposed you’re already exposed to bombs, strafing, tanks, snipers, etc. Typically on wide-open points players are on the outside looking in or even playing in front of the objective.

Right now everyone spams artillery on the objective BECAUSE it shows up on the map and that is the only spot where you’re likely to get some splash damage or farm AI kills. What a hidden zone would enable is more people to call their artillery in choke points, bridges, key defenses, or the frontline just ahead of your allies. Doing this now, you’re almost wasting your artillery to be called in because again, players can just move 50 feet away for a few seconds and be totally safe which is just not how artillery has ever worked in battle.

You can’t capture zones from 200 meters away. If people in mass are at a distance and calling in artillery strikes without a follow up attack, they’re not going to have much success, especially with how close you can place rallies next to objectives. And again, this assumes that everyone is constantly standing in the middle of an open objective point which most only AI does and they don’t react to artillery anyway.

I like this idea, but I’d add the rule that the radio operator has to keep a line of sight towards the target until the ranging shots are finished. It’s not like we’re using GPS guided munitions here, somebody has to be spotting for adjusting fire.

I like this idea, but I’d add the rule that the radio operator has to keep a line of sight towards the target until the ranging shots are finished. It’s not like we’re using GPS guided munitions here, somebody has to be spotting for adjusting fire.

it’s almost as if they are using map coordinates and not line of sight, yeah i remember in the war “Charlie i need arty fire on the big tree, no the one near the big rock, no the other big rock near the stream, what do you mean what stream” I mean it’s not like they plan things ahead and have maps an things.

If they ever develop more stats for soldiers, there could be a stat for how accurate artillery strike coordinates are called in which could improve as you level up.

Friendly fire…
The compromises that get made to “maintain game balance” just lead to mlre exploitation and more tweaks a more things broken more tweaks and nerfing.

At the momentnwe have daft partial FF on things but not enough to change spamming or exploitation.

Right, they call in grid coordinates; but even if the artillery is targeting pre-sighted locations, they still need to adjust the fire. That’s the whole point of spotting rounds. Who’s spotting them? Map coordinates aren’t going to account for wind and other environmental factors.