Make artymen able to use the “special” artillery while teammates are using the kinetic/common artillery. And decrease the cooldown for those special arty calls.
Example: When stock and not upgraded with “Frequent Artillery” special arty calls cooldown should be something like 1 minute and 30 seconds, (or even less) the 4 minute cooldown should stay with the common arty call, same should apply for artymen out of specialized arty squads, when they are on other squads, the long 4 minutes cooldown should stay with the common artillery call, which is fair.
When upgraded with Frequent Artillery and when in a arty squad, the cooldown after using special calls (smoke and ammo box) should be only 1 minute.
And most important, to reiterate, there should be no limits for special arty calls. Anyone should be able to use them even if teammate has called be it bombers, shells, rockets or the same special as you.
This will make the gameplay more dynamic and those special artillery that helps the team and create interesting tactics, less frustrating to use. This will make them be used at all, they are rarely used.
you are insane if you want spammable artillery whatever the kind it is when the cap is as smaller than [REDACTED]
this would be fine if DF enlarge the cap significantly (like maybe a block instead of a house) but then again there’s nothing stopping radioman stack blanketing cap with nonstop artillery
You just have to lie down to avoid the bombers
You just need to take a detour to avoid the bombardment
Just don’t walk into the bombing circle and you won’t get killed.
Don’t forget the various trenches and terrain
The most important point
Don’t be a suicide infantry in a straight line
Only a fool would attack head-on without effective protection
Even the Germans know how to use smoke and terrain to protect tanks and infantry
Doesn’t anyone know this?
Maybe the Soviet Union didn’t know this before?
avoid recapturing a tiny ass objective that conveniently is also an open ground that is almost lost because it’s RED everywhere, your argument have zero power here.
If you are willing to spend a little time learning to take on some tasks that normal people are responsible for (including but not limited to interception, engineering support, pincer attacks, and logistical destruction)
You will find that there is almost no chance of being killed by artillery fire.
If you can’t even do the above behavior
Then you are too unsuitable to play PVP
Because not only are you unwilling to deal with it, but you only complain and cry all day long.
Yes. It seems no one understood what I wrote. I asked for lifting limits (i.e. the block when teammate has already called should be removed for those arty types (smoke and the newly added ammo box) and the cooldown after calling for those specific artillery types should be less time, since they aren’t a big deal in comparison with the EXPLOSIVE arty) when calling smoke and ammo box, precisely because they aren’t very special and aren’t much used. This would change things a bit in the gameplay.
For example, surprise smoke attacks in chokepoints for the attacking side or maybe smoking a tank who is camping.
(By the way, as we are talking about artillery here it would be fun to see White Phosphorus artillery, hehe, with a long cooldown like bombers of course, and with that new fire mechanics (burning wood and foliage etc), why not?)
pincer this, flank that, all that yapping wont change the fact that the 3 meter square cap is under constant barrage while the enemy is sitting there just fine because there’s no friendly fire. I don’t think you have the mental capacity to understand that locking down artillery in a brutally small capture zone while their infantry is zerging it absolutely fine without a worry of friendly fire is bonkers and I don’t see any other reason to engage with you for that reason.
As far as I know, there are basically wrecks or buildings in the current open-air strongholds that can be used.
Even if the enemy can continuously use artillery bombardment to bombard the stronghold, there will still be a blind spot
Take the railway station square by the river as an example
There are several vehicle wreckage and potholes inside
It’s not that difficult to dodge shelling if used correctly.
You can even drive tanks inside to increase the number of bunkers.
Communication bombardment has preparation time
You only need to surround the capture point during this period and then let a small number of infantry enter the capture point.
Mortar trajectories are usually fixed
However, mortars are relatively rare and few people deliberately correct their ballistics continuously.
As long as you hide in the edge areas, your chances of being killed are very low.
If you and your teammates can’t even do this, then I think it’s not without reason that you will be tortured.