The Artillery Problem [Video]

I made a video adressing the unique situation of artillery in-game created after some of the last patches. Here is a link: - YouTube

But to sum it up: adding the new delays from the patch on artillery strikes, it takes 25 seconds for the barrage to effectively start, which isn’t a problem, except that the enemy gets a big red dot in the map informing exactly where the artillery barrage will strike in the exact moment it is called so he has, in effect, 25 seconds to run away. This makes artillery ridiculously underpowered, to the point of being nearly useless, as there is no element of surprise, and enemies know exactly where they will be striked, and where to run.

And to add to the problem, this is bizarrely unrealistic - enemies get informed telepathically instantly on where your artillery strike will hit. This is a situation that you only see in this game and nowhere else, due, I think, to how the patch was implemented.

People did call for nerfs on artillery (and bomber planes, which weren’t nerfed and are now extremely OP) and some of the nerfs to artillery made sense in terms of the game, but the delay on the strikes didn’t. It made artillery hopelessly weak, as the enemies, even the bots, can always flee & have more than plenty of time to do so. Even if you call an artillery directly above a crowded area, or on a static defensive position, you will hardly kill anyone because of that.

And, really, artillery now averages less than one kill per strike (and Artillery was the main source of casualties for infantry during WW2 - up to 65% of those in the US army). Often, you can only get several kills on a strike on some choke-points in Invasion matches (compared to bomber planes which regularly squad-wipe dudes and kill 20+ people in a single run - which isn’t realistic as bomber planes wouldn’t target infantry scattered in the field, which they could hardly see, rather they would look for static targets and vehicles).

So my suggestions are the following:

  • Rollback the extra 5 second delay added on the 1st ranging shot

  • Remove the pre-warning given to the enemy about artillery strikes (the big red dot in the map)

The red dot should appear only to your own team. Maybe the enemy should get some indication of a hostile artillery barrage, but not the exact location of it and NOT immediately after it was called giving 25 seconds to run. Maybe give a red dot after some of the ranging shots. But the way things are right now with artillery is just awful, I don’t think even the people who called for nerfs want things to be like this, as this situation is just bizarre and completely unrealistic. I barely even use artillery anymore and feel dumb for having put radio operators on my squads. I wish I had changing cards…

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Once again i repeat myself. percentage how much casualties was inflicted in real war has nothing to do with game. In real war most of those casualties was caused hours long preparation bombardments BEFORE own troops even moved from shelters.

Also artillery is really good spot right now, not op point & click but more tactical tool

so you’re ok with bomber planes raking up 20+ kills on each run and nearly always finishing on top of their teams? Artillery should be rendered practically harmless (despite the fact it was the most harmful weapon in the field) because people are too dumb to play in a game where it is minimally believeably represented? Come on.

Artillery is “more tactical” now with telepathical warnings to the enemy on where it will land? No, it is just bizarre. In fact, it makes the game less tactical as people can more easily just do mindless rushes rather than playing carefully, planning, taking cover from artillery & so forth.

Plus, it is a pain to aim artillery now as you need to adjust for the 25-second delay & for the fact there is no surprise element and the enemies will have warning to run way before the artillery hits, which just makes it hopeless.

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the thing is its only good to use it on the Last of the Winning Point like Invasion of D-Day if the Germany are about to lose the Winning Team would use the Artillery Strike for that last few or more seconds of Capturing the last point

It blocks the AI Soldiers from going the Point. so i guess its good against the Defensive team on Invasion Maps only and maybe Conquest

Plus its Difficult to get XP without Artillery Strikes

Ofcourse planes need nerf. and big one. its not okey to die to bomb that was dropped over 90m away. Pre nerf artillery was dump, it was just separete ‘game’ where radio mans just clicked minimap and got kills with conctant barrage

To be honest, if you have difficulties to get exp in game where every player drags bots around mayby fps games are not your biggest strenght… dont wanna be rude but dont know how to say it otherwise

I take that as a Insult considering I play a lot of FPS Games throughout my whole 20Years of life

Like Rail-Shooter(Arcade Games) Time Crisis, Silent Scope, and More that are not Rail-Shooter
Third Person Shooter like Battlefront Games from 2004-2007, Army of Two, Dead Space 3. 007 if TPS.
First Person Shooter like COD of Course and 007 if FPS, Unreal Tournament 1999.
Platformers Games like Jak and Daxter, Sly Cooper, Crash, Sonic and More.
Advantage Games like God of War, Ace Combat, Ghost Rider, Metroid can be Shooter.
and Racing Games Like Gran Turismo, Need For Speed, BurnOut Paradise.
and More.

If you’re going to talk to me that I don’t play FPS Games or Games in General you might as well re-evaluate on what you said.

and Besides just enjoy the Game if the Nerfs can be bad for people who have enjoyed it might not going to enjoy it now.

or might not be enjoyable now for new players.

“its always good to check twice.”

I know it sounded cool in your head :rofl:

I mean yeah why not.

Gods really do walk amongst mortals, evidently.

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I’m a God? I Don’t Know That.

God of sarcasm, yes. Or, rather, God of not being able to recognize it.

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Artillery is fine now and real life arguments in a non-simulator game are irrelevant

This is simply not true, you just need to put arty in proper areas

I thoroughly agree. Artillery went from OP to almost useless in a single update. They nerfed it TOO hard, and I agree that enemies shouldn’t get a giant notice ring of where the drop will be. UNLESS perhaps allow that only for units that have an active radio-man under the guise of intercepting the signal of the enemy radioman. But anyone without a radioman shouldn’t know aside from the few ranging shots that drop before they main barrage.

With the huge delay, giant red dot, weakened damage, and restriction to 1 active at a time per team it’s gone from essentially the closest a ground troop could get to dropping bombs like a plane to a useless waste of space that should involve anyone with a radioman in their squads getting perk-switch tickets to change that out because those units are now effectively just crappy riflemen.

2 Likes

Why do people say arty is useless after the last nerf? they got more damage correct? what the devs failed to adjust is to add more time gap between friendly artys (would want a 10sec time between each).

As I’ve shown in the video, this is not the case. Even if you take the argument that this is not a simulator game, the situation where the enemy is telepathically informed of exactly where an artillery strike will hit 25 seconds beforehand just doesn’t exist in any other game and is just so outright bizarre that even arcade games and fantasy games with magic haven’t implemented something like this, a (probably unintentional) construct after the implementation of the patch.

Again, as I’ve shown in the video, even if you call an artillery strike in a completely crowded area, the enemy knows exactly where it will land and has 25 seconds to run, which makes it very rare to get kills from artillery - because it is just so easy to run. It is ridiculously underpowered. Even the bots can’t be picked by artillery under this system. Just like in the video, the average thing that happens is, 0 people die from strikes, even if you call it precisely over a crowded enemy area & even if your enemy is semi-retarded.

And I know where to aim artillery - which, after the patch, has to account for the 25 seconds delay. I know this and still don’t get on average even 1 kill per strike, now think about players who don’t know about this and aim as if it would hit immediately (as common sense dictates) - they will only ever be able to get kills from an artillery strike if they are extremely lucky and some retard runs into the circle. Otherwise they will generally get none and will soon realize that artillery is useless & will never bother using it.

Artillery killing 0.3 persons per strike on average (even if you use it perfectly & call if on crowded areas) is just a mockery. Though that number is probably higher if you count friendly fire kills because, right now, I kill more people through friendly fire in artillery strikes than enemies - which just shows how broken the system is.

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The video proofs nothing of those. Just learn where to put arty in maps and your kills will be fine

The issue is clearly yours especially since you are killing more friendlies than enemies

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hey mr. smartguy, how many kills on average do you get from artillery strikes now? The video shows exactly what happens when you put an artillery strike precisely on a perfect, crowded location. And what happened? 0 people were killed. You have a full 25 seconds to leave the area (and you just happen to know precisely where that area is). Even the bots completely evacuated the perimeter and were far away 15 seconds before the actual barrage started.

The day before the update I got 126 artillery kills in a single-match. I did exploit artillery when it wasn’t nerfed (& I don’t argue against some of the nerfs) and I think I know very well where to put my artillery strikes (even, as I said, having to adjust them for the patch’s new delay). I do still manage to get some large kills from putting artillery on choke-points during Invasion matches, but that’s really the only situation where artillery can do multiple kills in the game right now. Artillery might as well have been removed from Conquest matches because it does next to nothing there right now.

The fact I get more friendly-fire kills than enemy ones is not really a personal issue because I also get killed a lot by friendly artillery strikes and I see the same happening to a lot of people. It is actually an issue from the delays implemented by the patch. People call in artillery over the enemy point - but since it takes 25 seconds for the barrage to start - there is a likely chance that your team will have already over run the position before the artillery even hits & thus get killed.

And adding to that problem is the fact that the artillery strike markings on the map are red, blending in with the enemy points markers (which are also red) so people on your team can often not notice that an artillery strike was called on the enemy point they are assaulting.

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Artillery was overpowered and now it’s so underpowered!!! It’s useless, you take your rifle and with one or two shots, you have made more deaths than artillery !

How often was artillery used in wwii in such danger-close circumstances? They didn’t have digital maps and GPS targeting computers; at best they had a spotter with a radio watching the rounds fall and calling adjustments, at worst they blind fired and hoped for the best.

Artillery is a support class, if used properly it can be effective as an area denial tool and as a way to soften dug-in positions. I think it is still effective when used in this manner after the changes