Artillery Spam Needs Nerfing and other Ideas

After having had multiple matches where 5 strikes were called on Spawn site as soon as the game started, I’m honestly struggling to enjoy this game now.

I think that a per player Cap for the number of times that a strike can be called as well as an increase in the cooldown time. i.e. 3 Artillery Strikes per player with after max upgrades a cooldown of 1min 30. Also have locations on the map that can’t be called on like the main spawn points. (not engineer built points.) No strikes directly on capture points maybe.

Also could we do something about the shell shock time and severity. When you have constant barrages being dropped on you half the time you cant see a damn thing for 5 mins after the shelling stops. This also applies to Planes, the fact they rearm in midair is insane Gaijin have an incredible plane and tank sim system yet they’re ignoring everything they’ve learned from it have an airstrip nearby land and rearm it’ll give players a moment to do anything. The AAA is next to useless due to it’s ridiculously small ammo count and non-fragmenting rounds.

And I’d also recommend looking at fixing the player models, a lot of the Mounted MG’s will cause the model to become a yoga expert which then blocks the sights. I’d also look at increasing the cooldown on the mounted turrets a little as a squad could strip off and replace a barrel faster than the turrets cool down in this game.

and my last gripe is to do with weapon modification, increase the number of parts you get for disassembly or reduce the cost. personally I think it would be good to slightly increase the number of parts you get and stagger the cost for upgrades. i.e. 5 parts per gun fixed, level 1 upgrade 10-15 parts, level 2 20-25 parts, etc. etc.

6 Likes

30s artillery is way too effective and easy to use, definitely needs to be reverted.

Liking the idea of not being able to call arty on cap points. “we want to take the house not destroy it”
Forces at least some thought.

5 Likes

Maybe each team (as in global “team” - axis and allies, I mean) should have a limited amount of artillery strikes they can call, but taking a point gives your team a few extra of those.
In invasion mode the defenders should also get a few extra artillery strikes when they lose a point, otherwise they will run out way early in the match.
Maybe give radio operator some other ability to make them useful even when there are no art. strikes left.

The only problem I can see with the personally is that some people will spam the artillery for the whole team that’s why I think a limited amount per player makes a better choice. And the thought of maybe earning one strike back for capturing a point or maybe holding a point for X amount of time wouldn’t be a bad idea as it keeps a bit of balance but I don’t understand why if you run out of Strikes people think that makes the radio operator useless. they’re still armed and can help in the fight as much as any other normal troop choice ?. They don’t have to have a gimmick (at least in my opinion)

6 Likes

Yeah, a limited amount per player is also interesting. It’d have to be quite low, like 2, but you can get more by capturing or at least being a certain distance from the objective. Basically, make it necessary for them to move out of their spawns.
Or could be a combination of both - like each team gets a certain amount of strikes (either depending on the map or just randomly picked before the match begins). That number is then divided between all the players who brought radio operators to the battle, but can’t be less than 1 per player.
Also (just throwing ideas around): maybe have air superiority play a role in artillery strikes cooldown. If the enemy has air superiority, artillery cooldowns become longer. “Can’t fire now, need to move to another position, call back later.”
I too use my radio operator as a normal soldier, but I can potentially see people raging about a specialized class soldier not having any special abilities when they run out of artillery strikes.

Rather than calling out for a simplistic nerf, it would be better to suggest that Gaijin builds out a timescale based on the rank/level of the Radio Operator.
N.B this is only an issue for those players fielding the actual Radio 5man Team, since all other radio men embedded in other squads come with the standard 4min timer.
So from a base perspective you could argue that there are 5 available Tiers and each tier has the commensurate number of levels to be attained for both max mastery and associated perks.

If we break up the timeframe available - from 4 min standard cooldown to 30 sec cooldown for a maxed out Rank V level 5 Radio operator - you get about 210 seconds worth of scalable timeframe.

If we chop this up by Rank, then you get about 42 seconds per Rank, and each of these 42 seconds could in turn be chopped up by the available levels for a given rank.

So at Rank 1 without any levels you’re on the 4min timer, but with just one level (star) you automatically drop the call in time by 42 sec - so now you are calling in arty every 198 sec (3min, 18 sec).
At Rank 2 without any levels there is no change from Rank 1 level 1. At Rank 2 level 1 we still have the 42 second interval, but its now divided into two level increments, so Rank 2 level 1 gets you an additional 21 seconds off the clock - so now you are calling in arty every 177 seconds (2min 57sec). At Rank 2 level 2 you get another 21 sec - so now were at 156 sec cooldown (2min 36 sec.)

And so on, until Rank 5 level 5 where you get to drop arty every 30 sec.

This still assumes that you are using the radio squad and not a Radio Operator embedded in other Squads to which they can be attached.

If upon further testing this new format is still overwhelming, Gaijin can build in a mix where you only achieve the full 30 sec Arty drop with the two allowable operators being alive, and fully maxed as above. If you have two different level operators then the arty cooldown timer is appropriately affected as if you averaged all the above timings yet again based on the requirement for 2 operators.

But I think by the time this is implemented, you’d really have to pull the hard yards to have two highly ranked and still alive operators to benefit from the rapid arty barrage, noting that there aren’t really that many ppl who play with the Arty squad in the first place.

I see a lot more ppl running and gunning with premium squads.

So I guess you don’t want to make playing the Radio Squad too much of a chore or ppl will just ignore it and use the Mortar squad, which once it has its Engineer attachment to build the ammo resuply provides almost a constant rotation of relatively accurate mortar fire which is denser and not that much less lethal than the arty given the volume of fire a skilled operator can put down.

1 Like

They could change artillery strikes where the barrage is called by throwing the grenades in an area, it would make people have to at least leave the spawn.

They could do it like BF (I know everyone hates BFV) where you have to peer thorough binoculars, and move the circle.

Looks like friendly artillery strike dont cause concussion effect to allies or its greatly reduced. Just played match with horrible arty spam and at somepoint there was explosion right next to my char without any effect, no hp loss and no concussion

Excellent suggestion, it improves on the MMO part, this line of thinking is exactly what is needed, and should be applied to all the classes.

Grinds within grinds!:joy:

Another fun way to reduce arty/mortar spam could be penalty for team killing. Ofcourse those bombs must affect same way for friends and foes.

Something like -100 exp for teamkill and -50 for assist and it should go from BASE exp. (3000 base exp can net more then 12k campaing exp)

So spamming arty to defense point could potentially give lot of team kill assists and reducing exp gained and bronce tickets in future. Also allow games go for negative exp, if someone would like to grief his team mates he couldnt advance in campaing levels until that negative exp gained back

Yeah, ran across a team that had several players who used arty strikes with cooldown. I think the B objective literally had enemy arty fire on or near it for 95% of the game. Coordination from enemies abusing OP features is fun! /sarcasm

This change seems like a no brainer. Not sure why artillery hasn’t been nerfed yet.

Artillery strikes, mortars and planes bombing. There’s just way too many explosions in general. Artillery could be limited by having it connected to physical artillery placements on the map. Maximum one firing at once from either. If the enemy finds and destroys it no more artillery until an engineer constructs a new one.

Changes to gamebreaking mechanics definetly take too long to fix. It got almost 1 month to fix spawn ripe caused by planes

Also spawn protection is another horrible mechanic that would be easy to fix right away

It doesn’t have to be actual coordination. They all can just be spamming the only capture point which is open enough to be viable to arty.

Well try using the arty without the cooldown perk. The cooldown is so long it’s practically useless. If the cooldown was increased too much, like beyond 1 minute, there is no reason to stay with the squad after dropping the arty, at that point suiciding would be more effective.

Mind you, a ton of maps have mostly indoor capture points. As a result, it’s a complete roll of the dice whether an arty squad can do any damage.

It’s more of a premium squad slot issue, in my opinion, as without those extra slots I personally see no reason to risk taking this niche squad over a third assaulter/gunner squad.

that’s the problem with quick fixes … you want a fix and you want it now … That kind of call for nerf just leads to poor design and hurting another classes … They need to take a well reason thought out approach that fixes the problem without causing other issues …

You assume removing spawn protection would be an easy fix and maybe it would but if you have never written code before then you don’t know how many other systems might be affected by a so called simple change …

Let the devs know what you want changed and give them time to do it the right way …

If there were any dependencies between the spawn point giving protection and anything else, the developers are trash tier and should not be making a game of this scale. That is a literal newbie mistake nobody with more than 100 hours of coding experience would ever make.

If spawn protection from beacon affect anything else code wise devs have huuge problem already. Fixes to gamebreaking things like protection dont need be final, just removing it is better then problems it causes