rework the radio man artillery strike to be able to adjust the amount of shells that are called down, less shells faster cool down, more shells longer cool down
also allow for selection of artillery
heavy artillery / heavy artillery with long cool downs and limits to just a few shells per strike, but can hit hard and fast with large splash and able to take/disable out tanks with ease
light artillery / artillery with a good cool down and medium splash
mortars / allows for large amounts of shells over a longer barrage but more shells = longer cooldown so its a choice of AOD or surgical strike
special support / a way to allow the more interesting artillery take part such as the nebelwerfer, hedgehog, T40/M17 or the Katjusha
please go back and re-read to post
for large artillery such as the Russian 203mm would demolish even a tiger if it hit it and adding onto the fact that heavy artillery would have a longer cooldown then the others and with only one to a few shells
well it rather clearly states “take out / disable tanks with easy”
which imo in current state is bit too extreme regardless how much I hate campping tankkers.
Perhaps if the cooldown is 5mins or more.
At what point did I mention anything about all artillerys ? The only concern I had was exactly your suggestion of heavy artillery which would take out tanks.
i think it would offer alot to the game, choosing a 5 minute cooldown on artillery for lets say 5 big old 250mm shells that has a high chance of killing tank or instead choosing a mortar strike of 60 shells on a defensive location for the same cool down
New content rarely is bad thing. But theres already rather effective ways to deal with tanks and in current terms thats balanced. Adding more and in this case even easier ways to deal with tanks is bit too extreme imo.
most tanks just move, since you would need to hit the tank with the shell that is pure RNG and on top of that there is a 30 second warning on were the artillery is going to hit
The Radio Man i think atm is another wasted space on your squads loadout choices for one He has the least amount of ammo cause of the Radio Equipment taking up the backpack slot, 2 the get the very basic of all the weapons on any nation. And he’s only on the squad for getting an A+ on screaming coordinates over the radio. I love the Different artillery choices that Doshskia, mentions brings more depth to the gameplay. Also give the man a Gun more capable of a logistics roll Shotguns not heavy and the amount of ammo given even now for the Shotguns are superlimited, which isnt bad. Also he has a radio and during the entirety of WWII Artillery wasnt the only aid brought through the Radio…Supplies for dire moments and Information back to his allies Intel that was more effective than the usual spoting feature in the game ATM. I would love to see more done with Radioman, oh and Im never like let me switch to my Radioman to call in strikes cause we all know… we dont have to aslong as hes alive in squad…just saying