Remove the 5 seconds preparation for artillery (people can see the ahistorical big red dot and run every time)

One thing that really bothers me about the last update and which has very undesirable effects in game was the following change:

  • The preparation time for initial artillery ranging shots has been increased by 5 seconds.

Artillery is now hopelessly weak (and already you can see that many people just don’t use it at all anymore) because, instead of a pounding to the enemy positions, the enemy can now see the - completely ahistorical - red dot in the map and has more than plenty of time to run. It is never a surprise strike, as it should be, instead there is: 1. a red-dot, 2. 5 seconds later (also-weakened) “ranging shots” that do almost no damage and - only after that - 3. an artillery strike (after everyone has taken cover or ran away).

The results? Artillery now kills almost 10x less people than before. I’d say that, of the strikes called, the majority of them don’t kill anyone. That makes it so that, on average, less than 1 people get killed by each strike. Radio operators in the squads (and the dedicated radio operator squad) are now almost useless (only in invasion matches you can get significant hits sometimes, in conquest or assault, you might well just don’t waste your time).

The nerf was too harsh and, in that regard, created a completely unrealistic situation where, because of the red-dot, people always know where the artillery will hit, with many seconds of antecedence before it hits (and first with very weak ranging shots, and only much later with the real strike). It is not only ahistorical but also complete nonsense in terms of gameplay, as it created a bizarre situation (pre-warned strikes) that only happens in this game.

If this one thing gets fixed or rolled back (but it should be fixed regardless, because this is a completely bizarre nonsense situation created by the patch) , then artillery will be balanced in the game.

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I honestly cant imagine playing this game and being so dependent on artillery strikes to get kills

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how the hell did you reply 10 seconds after I posted? You can’t possibly have read the text I typed and must certainly be trolling.

Anyway, this could be fixed by removing the red-dot warning from the map (which I don’t think is a good idea), or by rolling back this specific change, which would be, in my opinion, the best move.

Another problem with the 5 second delay is that you now have to aim the artillery in a completely different manner (as the strike will only hit much later because of the new delays) and many people won’t understand this - because, frankly, it makes no sense. The common person will always target the area where the enemies are, not where they might be 30 seconds later (which is frankly where you have to aim after the patch).

Also, regarding artillery before the patch, there were some reason to the complaints that the map (especially in invasion) was filled with red-dots, because so many people called artillery at the same time. But, in reality, most of these red-dots (strikes) never killed anyone. Artillery was never that deadly in game. Only one or two well-aimed strikes actually killed people, the rest just served to keep people away from the target area and annoy the enemy (and people only called these hopeless strikes because they could spam them). With the limit on the number of artillery strikes called at the same time, this is resolved.

But the limiting of artillery strikes at 1 per team (and the fact you can only call them in after 1 minute of battle) makes people in the team rush to be the first to call, often aiming the strikes very poorly just to be the first to call them. This is very detrimental to the game and its quality. I personally think that teams should be able to call 2 artillery strikes at the same time (just like there are 2 possible vehicle squads at the same time) or, at least, dedicated radio operators could call further strikes than the team’s only one at the same time.

I don’t think artillery, the way it is right now, is optimally polished. There is this absurd situation of the enemy team knowing exactly where it will land many seconds before the strike, but also it is severely weakened - and it was a great thing of this game that you had effectively artillery before the patches.

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I have to agree. This was a case of classic Gaijin doubling-down on nerfs instead of procedurally tweaking things to get it to a good place. I think that were it not for the startup delay, artillery would be far more ideal in use than it is right now, with the other nerfs remaining in place.

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First of all, calm down, take a breath , realize this is just a game. Maybe take a walk outside.

Secondly, I’ve seen you in game, you struggle and that’s totally okay. There’s a lot of people here who are really good. What I would recommend instead of focusing on a minor change to one game mechanic that was click on map=get kill, focus on having fun and improving your overall gameplay!

Also next time try searching the forum to see if people are already talking about it instead of spamming a redundant topic. Devs don’t just look at the amount of topics but the discourse within the topics.

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Flaming and insults is no way to deal with people who disagree with you. Please try to stay on topic

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honestly he isnt wrong. I have seen you been mostly just a troll on the forums all week. So how about you find something better to do then being annoying on a small game forum lmaooo.

I honestly cant imagine playing this game and being so dependent on artillery strikes to get kills

Flaming and insults is no way to deal with people who disagree with you. Please try to stay on topic

Follow your own advice eh?

To get back on topic. I agree with OP, the artillery nerfs have been completely heavy-handed. Radioman was in a good spot and seemed to actually be viable to put into a non-radio squad

All they needed to do was restrict the first minute and how many strikes that could be called at once (which I think should be 2 at once per team).

The extra 5 second setup time has been more annoying then anything. 90% of the people complaining about artillery from last patch I guarantee you are people too stupid to peak at the minimap to see if they are walking into a trap, I literally never had an issue unless both teams were using high amounts of radio squads.

Now like OP said, everyone just sits still and waits it out. That and the damage nerfs have completely made the mechanic stale and radiomen borderline useless.

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Try playing with other classes if you’re struggling excelling at the radio class. :slight_smile:

Radio operators should be made more viable, still, and honestly man- even I’m getting a bit tired of your baiting, at least go for a different venue, this has just gotten stale. I get you’re not a fan of artillery, but it absolutely has a place in a WW2 themed game, and the mechanics can be further tweaked, don’t you think?

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If people are running away from artillery strikes red circle, why not just shoot them to back?
Or just use it as “tactical weapon”. Like clearing cap zones or prevent people to get one

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No I don’t think they need to be tweaked.

PS: the more you spam “muh arty pls make OP again” the more I’ll reply in the thread.

The fact that disagreeing with you is trolling just shows your naked agenda. It’s sad.

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I mean, I’m not asking for it to be OP again, but I would like it to have an effect on games again, besides just scattering AI and clearing destructables from an area. I think that removing the 5 second cooldown would work to that effect.

It’s not the disagreement that seems like trolling, it is the manner in which you are, not taking the time to denote the reasons why, your sharp dismissiveness towards anyone who thinks artillery might need improvement, as well as just the brevity in the general feel of your statements. If you weren’t intending to troll, I apologize, but it just had the sort of feel I usually get from troll posts on forums.

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Well I’m sure devs need to collect analytics on the new artillery performance before making any new changes. As it is still beta nothing is set in stone.

that is because the " cow-milk " time for artillery has ended. which it’s good.

but saying that they are hopelessly weak, it’s a bold statement.

because locking down entire objectives, make everything pointless BECAUSE of the artillery spam, was no fun either.

and as a somewhat experienced player my self ( weird brag, but ok ) i still use the artillery regiment because i like their clean uniforms. matter of fact, now those artillery are more used for precise barrages. perhaps they could use a few additions. such as smoke barrage, paradrop supplies, and perhaps, flak barrage for the air?.

but nontheless, the current barrage is usefull to cut reinforcement, attackers approaching, clear out from snipers, enginners buildings ( AT/AA guns ) and above all, clear and destroy enemy rally points ( if in the open ).

complaining about ahistorical things in enlisted?
first time?.
you must be new. which at this point, let me tell you. it’s quite pointless as this game it’s not historical to begin with.

but, i do agree that perhaps we could adjust the red dot, and delete it for the opponents.

like for example, i called the artillerry on b, me and my team, should be the only one be able to see the dot on the map. to " communicate " that someone called an artillery there. but this dot, should not appear anywhere for the enemy team. otherwise it kinda lose the purpouse.

cheers.

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bro, take ur meds

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Pretty much that. Nerf on artillery was necessary but what we have got is too much.
It wasn´t nerf to balance it, it was nerf that made artillery absolutely irrelevant and turned the radiomen squad from OP to burden.

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this game has tendency to nerf things to oblivion !!.. hello driving of jumbo

I cant imagine that someone is sitting there with 4 radio man and thinking, “oh boy this is a very entertaining and fulfilling gameplay”. I mean that is just sad.

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Yeah, this is one of the few complaints about the arty nerf, that I actually agree with somewhat. The red dot appearing too early + weakened ranging shots really weren’t necessary. It was just the amount of arty, that was too much.
Right now, getting many kills is only possible in specific situations and requires good observation and timing or luck. Otherwise arty remains useful as an area denial tool and to drive enemies out of cover. This isn’t necessarily bad, I mean I prefer, that you can’t just spawn in and get near guarenteed kills by just clicking on an objective, without having to take part in combat in any way or communicate with the team.
But right now I would rather just bring a sack of grenades and the throwing range perk instead.

saying that they are hopelessly weak, it’s a bold statement.

It is not a bold statement, because 9/10 times, you are given the choice between having a radioman and having an engineer within the squad upgrade tree.

At this point, especially with how strong and useful engineers are, why would anyone take a radioman over an engineer? You wouldn’t.

i do agree that perhaps we could adjust the red dot, and delete it for the opponents

I can get behind this as well. If you are not able to pay attention enough to not walk into an exploding area, then you probably deserve to die

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