Pre-order: Radio operators of Rzhev

That’s the problem - back in the days artillery could kill teammates, so you couldn’t capture like today with allied Arty on your head.

Artillery areal denial is in a perfect spot right now - regular arty destroys rallies, and forces people out of the capzone, this new strike being double the barrage duration seems like a big balance problem.

5 Likes

Do agree, if this has tank killing power you need to allow artillery to fall into grey zone to chase tank campers

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Probably people who complain about Thunderbolt and Corsair HVAR rocket storms but don’t want to play the game as the winners of the war.

I think that would be a necessity along with a sizeable cooldown for the artillery. Having to bring rockets directly over the enemy in order to fire them from an airplane is totally different than pointing to a spot on a map.

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I have played BR3 almost exclusively since merge (just recently started playing BR5 after unlocking M2, Thompson 50, M1C, and P47.

BR3 is pretty sweet. I love th variety.

Honestly arty should still TK, with spawn penalties for people who do get a certain amount of team kills (number tbd). Right now it can be abused way too easily where you throw it on a cap and sit with your full squad covered by a barrage while the enemy can’t close the distance.

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The only thing they took from that was the name lmao. Rockets as implemented will have the same function as Artillery, just with more shots, longer duration, and tank killing with the same accuracy and cooldown.

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Wow, that was only made 18 days ago, and they granted his wish, lucky fellow :smile:

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I think artillery thats takes twice as long to fire is probably P2 Loose

Still Im all for more flavor for premiums / event squads to differentiate them

If you’re going to add rocket artillery, you know you’ve got to add a night battle to the game now, right even if only for the visuals?

Make the rockets serve an additional purpose of illuminating a zone while they burn

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Implies that other Allied countries didn’t contribute to victory XD.

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it is not twice as long to fire, it is twice the duration of strikes. arty strike with half its strikes would still be deadly to everything inside the arty strike zone.

with only slighly more ammo its basically less DPS than regular arty, (26% more shells in twice the length of fire ie only 63% DPS of regular arty) ie as mentioned above, you have more time to escape it. Currently Im assuming its for tank busting role that the devs seem to imply its better at.

No, it’s a unique feature to this premium squads.

For better understanding, this rocket arty is have a bit more “shots” in it(and 1 more range firing shell) . In that case you will have more time to get away from it. Only plus from this mechanic is have a decent chance to destroy enemy tank in it’s roof.

7 Likes

please keep up these varied flavors if possible, different bomber type call ins or differnt type of arty if possible. Maybe old radio premiums /events (if the come) could get some rare radio ability in some Making Enlisted better like naval barrage etc :pray: :ok_hand:

Thanks for the answer!

It makes this arty type bearable.

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DPS doesnt mean anything when 10 or 13 damage is enough to kill you. every strike will have blast radius up to 3m with fragmentation radius of at least 10-15m which all deal damage >15.

unlike calliope or katyusha they will have guaranteed accuracy.

Ok, I can add more powerful rockets for them in big action, to keep it unique and respect the economic interests of the devs

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it means you have time to run away from the blast zone, literally twice as much time to run away;
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Legs mate, LEGS!!

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idk how you think it means you have twice as long to run away.

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you have 8 seconds of non stop strikes, not 4.5 like now.