Improvements to Smoke artillery

Currently, Smoke artillery is not used by most players, despite its tactical utility. I believe that if improved, it would add tactical value and make the skill more enjoyable.

The most important improvement is to separate the cooldowns of the Artillery Strike and Smoke Barrage.

Because Smoke Barrage is an ability that requires careful timing. Smoke artillery should be used when approaching an enemy or passing through a dangerous area. However, in most situations, many players request the Artillery Strike at the time to score points, I can’t use Smoke Barrage when I need it. That’s why I’m requesting its separation.

Smoke artillery is tactically useful, but it’s not a lethal weapon, so I don’t think it should share a cooldown with the Artillery Strike, which is a lethal weapon.

14 Likes

I couldn’t agree with this statement more.

And personally, I’d like to see the removal of bomber strikes, because they’re (for the most part) useless.

5 Likes

I mean I have no issues with bomber strikes as a concept, however they absolute need a clear rework, whether that be a heavier payload, or simply separate their call in from all other radio operator options,

Meaning your entire team isnt stuck waiting for call in’s because someone placed a bomber strike on the point that was captured about 2 minutes ago.

Honestly all the call ins could do with a changes.

Artillery strike idea/yap

Artillery strikes are spammed too much and are far too concentrated, any side using radio operators on loop can physically disable the eardrums of everyone irl, let alone making it impossible to survive on any point without roof protection (since a straw roof will stop a 105mm HE shell).

What I would like to suggestion for artillery instead is a far wider spread “oval” of dispersion which could be placed down, however if you use binoculars, you can narrow the spread of the artillery at the cost of it taking a bit longer between the first ranging shots and the main barrage landing. (Of course this isnt a solid plan yet, merely a concept).

The other simpler option would allow each team an access to 4 batteries, meaning they can spam all 4 batteries on one point, in succession I should say, not all at once like how it is now, however each battery takes say 5-7mins to recharge, meaning they could be without artillery support in that recharge window if spammed all directly one after another.

As for smoke, honestly separating it from the other artillery strike cool downs seems very fair and alone would allow it to see the light of day at least once in a while, though imo, I think smoke artillery rounds should be slightly more staggered and spread out, but also spread wider on contact with the ground and then drift in the direction of the wind. (It would also just look cinematic af).

Smoke artillery visual aid

So instead of the current pattern more like this
image

We could instead see something more like this.
image

ofc “expertly” draw in paint, only the best for this fine establishment.

2 Likes

honestly it will be nice if smoke that was called in stayed longer and didn’t disappear once someone else called in a airstrike half if not most of the time when I call it in when I reach the area its gone or its starting to dissipate

1 Like

Was about to disagree since smoke arty is already perfect, but I read fully and this is a change I agree with :slight_smile:

Worse than useless, they actively hinder your team, and bait enemies into wasting time
Overally making multiple players from each team participate less in the action xD

smoke artillery,smoke grenades,hell even fucking mortars who trhow smoke are screwed xD