Artillery and weapons

So after some update the devs nerfed arty and it seems everyone is fine with it now but I think it needs another nerf. My issue with it is that if your attacking sometimes you kill all the enemy and have an amazing push, your going to get the point and the defenders put down an arty strike and all your progress is gone. This also applies to the defenders if you have an amazing defense. And while sure it only applies to outdoor points its still an issue. So my suggestion is to make the radius bigger and keep the amount of explosions the same. This would make it so while it would affect a larger area it couldn’t completely wipe out control points unless you got lucky.
So maybe this is a terrible idea and you can say whatever suggestions or criticisms you have but could you try to keep it civil.

Oh and i almost forgot to put it in m30 Luftwaffe drilling should have a 3rd rifle round as well as the two shotguns rounds, its a triple barreled shotgun so we should have 3 barrels.

TL:DR you don’t like that it can occasinoally achieve something at all - you want it to be toothless and useless.

4 Likes

TL:DR you don’t like that it can occasionally achieve something at all - you want it to be toothless and useless.

You idea to increase hte size for the same number of shells hitting - presumably spread them out a bit more - is exactly the opposite of what you want - that would make it MORE effective, since spreading the shells will give them less overlap of their lethal blast radious, and hence make them lethal over a wider area.

Pretty poorly thought out.

it wouldn’t be useless it would still be able to kill people and would still be used in pushes and defending just not super op

maybe it is poorly thought out it was a suggestion and how deadly it would be would depend on how they implement it if they did at all

And maybe i just got unlucky the times i was playing i just came back to playing after the open beta and haven’t gotten a ton of time seeing if arty was amazingly op

What you have described - SOMETIMES being effective on attack or defence is not “super OP” - it is useful.

You want to make it worse than it cuirrently is - it is currently useful - ergo you want it to be useless.

It is pretty good on attack and defense and super op might not have been the correct term

Feels to me that arty is close to the spot it needs to be. You can zone with it effectively, you can get kills with it but there is enough time to hide. Needs some skill to get the most out of.
I would buff the timing on the first hit slightly for slightly better dmg or remove the red circle untill the 2nd strike hits. But if they leave it as it is now I would be perfectly fine with it.

3 Likes

There’s enough warning time to clear your troops out of the area, if you notice the first hit, or the red map marker indicator of incoming enemy arty.
It’s fine IMO.

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Your probably right, so maybe just making some points have at least a little bit of cover from arty would be nice

if the enemy all walks in the same area and doesn’t leave the super obvious red circle on the mini that i called artie on then why shouldn’t they be punished for making a mistake?

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Agree with that

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Sorry have to disagree. The nerf to arty was bad, VERY bad. With the huge reticle telling the enemy exactly where it is it’s almost useless now except on very specific choke points on some invasion maps while being made obsolete in conquest all-together.

Even on conquest on an outside point, due to the huge delay in dropping, the giant reticle, and the fact a 5-man team and cap the objective before the first shell even falls you’d have to drop it about 15 seconds before enemies reach the point (which you’d have to somehow know about) AND hope the pushers are foolishly not looking at their maps.

The few places it IS useful is no excuse, in my opinion, to nerf it further. They added to the delay, made it 1 at a time per team, and lessened the damage of each shell. Occasionally once in blue moon now you see someone nail a bunch of dumb AI who wouldnt get out of the reticle in time or a player not paying attention/thinking they could Private Ryan run through the shells but that’s it. Most of the time it drops to zero effect other than a 10 second area-of-denial.

Were they to enforce a type of requirement to SEE the radius on the enemy side i’d understand. Like maybe if you needed a radioman in your squad to know artillery was gonna hit somewhere, it might still be powerful and the idea of the wider dispersion adjustment your recommending would be considerable but at the current time when everyone just telepathically knows where it’s gonna drop, not to sound rude, but this sounds like a suggestion based on being angry at getting held back or wiped by Arty at one of the few places it still is useful.

Overall I do like the idea, no because I think it would create less overlap of lethal blast radius and more damage, but because I think it would be pretty awesome if a person risking a mad-rush through an arty zone had at least a Chance of making it. Would lead to some dudes getting to do some awesome stuff and the arty players getting more AI kills due to the inevitability of the entire squad not making it through an arty zone.

That idea I like! The red circle only appearing After the first couple ranging shots! Makes perfect logical sense and would give arty a better chance at actually landing some hits. I love this idea!

Your right i just played some more and the arty that was used wasn’t that effective, i was just in some matches people got really lucky with ai placement

Yeah, arty is a tricky thing to get right. Early on it was stupidly useful and a team of like 4 people coordinating could make sure it was never NOT raining hell on any point they wanted. Was useful for me, I admit to my first solid two weeks in the game being with a busted up left hand just hiding in a push and pushing 7 and picking random spots.

It’s random hell raining from the sky or it’s advertised hell raining from the sky that everyone but dumb AI dodges. Even the AI will avoid the red circle if their not already in it. I feel like that class is going to cycle between mostly useless or OP with it being very difficult to find a balance unless they add whole new mechanics to the way the class operates which takes more effort and time than just tweaking number values like they did this last time.

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Remove the reticle problem solved.

Decrease the drop delay

Far better now than what it used to be.

This is hilarious to me. The way in which people can play the same game but perceive it in completely different ways has been showcased plenty of times before but this one takes the cake. I’m grinning like an idiot for real.