Smoke artillery when?

For now, the smoke artillery is uniquely in Tunisie campaign. It is very interesting and useful thing, but devs decided to confine it only in Tunisie Campaign. I already saw smoke arti in other campaign map in custom battle. Instead of wasting time in semi auto nerf, add smoke arti in prior.

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My assumption is that smoke artillery is Tunisia only right now so they can see how its used and what impact it has on gameplay before rolling it out to the rest of the campaigns. It really is a great tool to have, and I hope it gets rolled out more fully soon.

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Simply they don’t want to touch the progression system (in this case that would affect the radio squads), my opinion is that they are afraid to mess up things, cause bugs etc.

But they shouldn’t be at all

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oh they have to add also shovels on the other campaigns as well

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Shovels will only really be useful if they find ways to slow the game down a bit. Or allow a shovel equipped engineer to build prefab trenches, sandbag bunkers etc ect.

As for Smoke, I would love to have it in all campaigns. They just need to allow us to change the direction of the wall that it makes (unless I am missing something).

Smoke rounds for mortars would be really really cool too.

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The wall is made between two points you select on the map, so you can choose exactly where you want it to be and even where the smoke should hit first. The direction the smoke blows from there would be a result of prevailing winds, so being able to choose that would be bizarre.

Must be a pc vs console thing then.
On the console it puts down a pre-made wall.

So in there weird way, nerfing middle game gun semi auto, followed by all others weapons too??, as this only way to slow it down, why not just start at full autos lol and work backwards.

I so love this idea

Smoke i keep forgetting i have that option.

I think zone control vs point control would help slow it down too, beyond weapon changes. If we all don’t have to zerg to one little circle, it would allow for some interesting and diverse play. Suddenly building a firing trench and MG pit would make more sense (to me at least).

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quite agree, this so true, as all need that point, all rush for it. in that first lemming rush.

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I want rocket artillery in a rectangular area for Moscow, then im good.

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yeah they should add special artie that is a much longer reload but can be more devastating such as Battleship bombardment for tunisia, rockets for moscow and berlin and for normandy it could be battleship for allies and rockets for axis

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more devastating than guaranteed kill of any infantry and many kinds of tank in the area?

just a larger radius and a much longer reload, which i’m thinking about 8 minute that can only be called by the radio op squad.

Artillery kills tanks since when? Last I checked it barely dents a Puma. I had more luck with the .50 cal MG.

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rly? musta gotten lucky or somethin then

the OG crew probably got killed outside of their tank so the artie killed it

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could be

I belive the only reason they don’t added it to current squads its the same as reworking current premium squad techtrees.

Maybe it’s a difficult job to implement a feauture in current techtrees once they are fully unlocked for a player.
I don’t know…

Either way, Its something I used once and forget about after.
Rather use a explosive barrage than a smoke screen on such small map layouts.

Well, they are adding new tanks to Berlin vehicle squad and those also require adding new upgrade options into the tech tree. So that probably isn’t the case here.

I understand that adding shovels and bayonets to the existing weapons in all campaigns could cause new problems and bugs, but smoke arty? I have no idea how that can be problematic.

Hopefully they will find some way so we don’t have to grind to the 39 nad 40 levels for it and for Kar98 with bayonet…