i can see why waiting 2 full minutes each arti call is a little long but being able to call one every 10-15 seconds is a little OP it would realistically take longer then 10-15 seconds to reload on shells and i say 10-15 seconds cause the arti cooldown begins the moment you call it so even if the coodown was extended to 1 minute you’d still be waiting like 45 seconds max to call another after the current strike ends, 1 minute 30 seconds is a realistic time for an artillery team in the backline’s to reload on ammo since you’d be waiting 1 minute and 10-15 seconds between strikes
like honestly the only other way to fix artillery spam is to put a limit on how many strikes each radio operator can call per spawn like 5 strikes per operator, and then they could add a perk that increases how many strikes can be called
No one Is advocating for 10-15 seconds between strikes … and keep in mind that a battle normally takes between 15 mins (conquest) to 30 mins (Invasion) so times are already compressed.
And many arty players will probably just drop the class completely if they have to sit around for a min and a half just to call in a strike that only lasts 15 to 20 seconds.
And if you limit the number of strikes per spawn then what do you do after those 5 strikes are over? Most will just commit suicide so they can spawn a stronger squad.
No I have proposed a good solution that makes the class fun to play and solves the spam problem. I really don’t see why everyone wants to just nerf the class until it’s worthless …
It takes one artillery strike on the point to completely overtake it.
Currently we have artillery on top of artillery on more artillery stacked on more artillery on further artillery mixed with artillery cemented with artillery on artillery with artillery and artillery batter.
Do you see the problem with artillery yet with the 30 second perk? I’ve seen capture zones be artillery spammed for 5 minutes straight, neither side could set foot anywhere near it, how exactly is that fun for anyone?
what solution did you propose… the solution you proposed would make the radio operator the most OP soldier in the game… you wanted to make it so you could drop a strike on anything you could see… think about how much you can see with a sniper on D-Day beach… or from the top floor of at point B in that huge mansion… you could literally drop strikes directly on the enemy spawn with your idea…
like even with a 2 minute cooldown timer if every person on your team ran a radio operator even in a 10 minute match your team could request over 50 artillery strikes in total a 1 minute timer would allow well over 100 strikes… as it is right now a single team can drop well over 250 strikes per 10 minute match…
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what solution did you propose… the solution you proposed would make the radio operator the most OP soldier in the game…[/quote]
you cant just fire whenever you want, The arty timers stay the same … and you also cant just fire blindly like you can now, you must be able to see the target area to fire. That exposes your spotter to enemy fire just like any other soldier.
No spawn protection . The survival of your radio squad is going to go way down. You wont be able to just sit back and spam from an area where no one can see you … That’s the point. As a result arty spam will decrease.
And in the long run the arty player will have more fun because he will have to learn how to get in position and survive long enough to call in his strike …
I’ve tried this out to see how it would work … Try it for yourself. Take your arty squad and try to position yourself where you can actually see the target area … You might get one or 2 strikes off before your spotted and taken out.
And let me add one other caveat thrown into the mix. Subtract kills from the players kill count for every friendly fire casualty and this will make spotters extra careful where they place their strikes.
I’m convinced some of these players don’t even think about what they are doing when they place a strike, they just drop it on the cap point rinse and repeat
I agree that something needs to be done to cut down on the arty spam. I just don’t want to nerf the class to the point that no one cares to play it …
so what you propose is to make it so nobody else can spot for a radio operator… if im hearing you correctly… because people can have snipers on their radio operator squad that can spot enemy’s over 300 yards clearly…
the sniper on my radio squad is the reason im so friggen annoying with my arti strikes i literally stand back at the furthest spot and spot people 3/4 to all the way across the map i can even spot enemy’s 100 yards back behind the battle zone in the positions i camp my radio squad…
in invasion if im not letting off random shots with my sniper people usually never find me cause im camped in some building soo far back you’d run into my teammates 10 times before getting to any of my squad
Do people suicide their engineers why their building limit is full? And actually people has suggested good solutions like nerfing it cooldown. Pressing 6 once every 30sec is not FUN to play.
How about we replace the circle with these spotting rounds on the area. Increased realism, without prevent an aware player from leaving the area of effect.
that’s kinda like what i was saying a little while ago in this topic, if there has to be a warning circle for the enemy’s make it only appear after the 1st shell has landed cause once the first shell goes off in the vicinity you know pretty quickly that hellfire is about to rain on your position
Not first shell, as that one is actually a live round that explodes.
First you would get the spotting duds that have smoke.
Devs could even make it a little minigame of sorts. If the arty squad has visual sight on the smoke, he can use the mark button to mark it and “adjust” the artillery strike to be much more accurate than it is now, at of course the risk of getting shot while doing so. Would incentivize them to not hide in some attic, perhaps.