The pre-warning before artillery strikes seriously needs to be removed

I already made a video & topic about this (link: - YouTube), which I consider to be a bug, and most people in the threads or when I comment about it in-game agree that it should be fixed, but I don’t think people realize just how bad this situation is and how urgently it needs to be fixed.

I’m talking about the pre-warning on artillery strikes (red dot) which, after the delays introduced in Jun 18th patch, gives the enemy the precise location of incoming enemy artillery a full 25 seconds before the barrage effectively starts, which renders artillery functionally obsolete in-game (& creates a bizarre, unrealistic situation only seen in this game, where the enemy is telepathically informed of incoming artillery at the exact same moment the other team calls it).

I show in the video how, because of that, even bots evacuate the exact area of the circle way before the artillery hits, even if you call it directly above them or in a crowded area, bots will almost never get killed by artillery & only unaware or highly incompetent players will largely get killed by it.

Now, I already knew that, but then I saw something… It was an invasion match, about 8 or so players & their (mostly full) squads were crowded together near the enemy point, there must have been at least 40 soldiers there, only me & 1 guy from the team were not there… then a red dot for artillery appeared… every one of the >40 soldiers was within the circle… and I watched as every single player & bot emptied the area many seconds before the strike eventually hit. An artillery strike on such position would have been a slaughter, but not a single soldier was killed by it. (and it should be reminded that artillery was the main source of infantry casualties in WW2, responsbile for >2/3 of infantry deaths - just look at any source) And, worse, most of the people evacuated the point in the direction of the objective, so that masterfully positioned strike didn’t even serve to protect the point or divert enemies away from attacking it. And if a strike called over 40 people doesn’t do that, when will any artillery strike ever do it? Nearly impossible.

Game was being fun, team was winning and I was doing well, but I straight rage quitted after seeing that. It shows just how completely broken and absurd artillery has become in-game (and, I believe, unintentionally, devs probably did not pay attention to the unwarranted causes of the 25 sec delay + old red-dot pre-warning). Really, now you can only get any real kills with artillery on some choke points in Invasion matches, it might as well not exist outside of it.

Another problem is that, also because of the delay, friendly-fire kills by artillery strikes have significantly ramped up, because of people calling it above enemy points, not realizing it takes 25 seconds to actually hit, and by that time several people from your team might actually already be on the point trying to take it. I kill more of my team-mates with artillery now than I kill enemies, this is stupid. Calling in artillery now can be often more detrimental to your own team (due to delays on hitting the point) than to your own enemies.

I understand that some people had such trauma from the unlimited artillery strikes per team before the patch that they might be skeptical towards any improvements to artillery, but this absolutely needs to be done, it is not a matter of buffing artillery but of actually inserting it in the game again. It will never be OP again when limited to 1 strike per team and doing such reduced damage after the page. The pre-warning for enemy artillery that gives the exact location of the strike 25 seconds before it hits is completely ahistorical and bizarre and shouldn’t be present even in a game, even if it was a fantasy game because it absolutely makes no sense.

What should be done? Well, fixing this bug is quite simple. Suggestions could be: removing the red dot pre-warning in the map for incoming enemy artillery or only displaying it after one or two of the ranging shots hit the target (thus giving an idea of the area that might be hit), or by removing the extended delays before the actual barrage hits, or by a mixing of the two (reducing the delay before the strike a bit & increasing the time before the red dot appears a bit thus balancing things) but, really, any improvements are much welcome and necessary. Functionally removing artillery from the game, as it has been currently, is just a downgrade, especially in a game that includes very powerful planes and tanks…

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in short: red-dot warning in the map 25 seconds before enemy artillery hits (due to the delays introduced by the patch) makes it impossible for bots and any minimally aware player to get killed by artillery, making it functionally obsolete in game, which should be fixed.

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I think it is fine as is. I use it as an area-denial weapon instead of an easy way to rack up kills.

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The long delay makes artillery finnicky to use but it’s fine. It’s more realistic that way. Don’t put arty on a spot, that your teammates are advancing towards. If there are enemies marked by your team, blast them without hesitation. If any friendlies die from it, it’s their own fault.
Also, don’t mark an objective, if friendlies can possibly reach it in time. Put the arty behind the objective, in the direction the enemy is likely to come from.

The warning to the enemy team, though, is inexcusable and needs to be removed. The only acceptable warning is the whistle of the shells right before impact.

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As it is, it’s unusable to rack up kills but also not entirely useful as an area denial weapon. The long delay makes it very easy for players to just run through it (it’s almost impossible to get killed by a ranging shot because they also got weakened) & the fact you have the information on the area that will be hit a full 25 seconds beforehand makes it very easy to just bypass it - you just plan another route altogether, can’t have more than one enemy artillery strike per time, so it is hardly useful to keep enemies away - unless you’re dealing with a chokepoint. As I said, I witnessed things like a strike being called over the heads of 40 soldiers and they all reached the point anyway. It should also be stressed that bots almost never get killed by strikes because they are automated (apparently at 1st priority) to evacuate the target area (which they know exactly, not even needing to look at the map like a player).

The very fact that artillery is unuseful to rake-up kills is odd, considering artillery was the main source of infantry casualties in ww2. One may argue this is not a ‘historical simulator’ game, but artillery barely being able to get any kills, even when you aim at an over-crowded area with over 40 people, is just not desirable in any scenario…

Yes, I quickly adapted to adjust for the delay when placing my strikes, but the average player and new players usually don’t. They will aim the strike with an immediate hit in mind, which is just common sense, that is why so many players keep putting strikes on points and end up killing team-mates because of the delay. The nonsensical thing is… the delay.

Always do, and always teach and tell people to also do that, but it’s an uphill battle, the average player will always aim the artillery thinking of an immediate hit, and will likely aim at the area he thinks is the most important, which is the objective. The delays turn this average mentality fatal, though, because players unsuspectingly call strikes that hit many seconds later, killing their own teams.

Good thing most of the players arent minimally aware.

Thank you for a proper TL;DR

And yet people do manage to get kills, and do manage to deny areas … in every game.

Like I said in your other thread - your exaggerated condemnation still doesn’t make you even close to correct.

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wow you wrote an entire essay of ass hurt lmao. learn to play noob

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I also summed it up in 3 lines & made a video. You made a weak bait comment & no meaningful contribution. [Remainder of the reply roasting him had to be redacted because it was flagged as abuse]

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oh wow, people manage to get kills and deny areas about 10% of the time they call it. Clear proof artillery is perfectly balanced and that the nonsensical & completely bizarre 25 second delay + instant warning of the exact area of the strike to the enemy situation that only exists in this game after that patch doesn’t need to be fixed!

Every game people get 1 or 2 kills with the thing that killed most soldiers in ww2, that is just a perfect ideal scenario I guess…

It is a factual observation, as proven in the video. The bizarre situation, especially with the instant pre-warning (+ the delay) situation that, again, only happens in this game & nowhere else on earth (not even in fantasy), is so bizarre and outright outlandish that it can be considered a bug, as no intelligent developer would purposefully design such flawed absurdity.

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There was always a warning - they increased the time for it.

They increased it by… wait for it… wait for it… 5 seconds!!

Did you not know that factual observation?? :thinking: :smirk:

See Update 0.1.23.12 (0.1.23.8 - Xbox, Playstation)

Got any factual observations for your 10% figure?? I’m going to state an opinion about it - you pulled out of your posterior to suit you argument.

If you want this game to be some other game then sod off and play that other game - only an idiot wants games to all be the same… and there you are!

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not unintentionally. is due people complaining about artillery. They want a game without artillery, planes, etc (like COD) then when they have it, will leave saying “Enlisted is a generic FPS like COD, to play this game, I preffer COD”

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Indeed - if you want a game more like “X” - then go play “X”!

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Yes, there was always a pre-warning, however before the patch each team could call multiple artillery strikes at the same time (up to 10!). If there was no warning back then, people would get completely slaughtered and wouldn’t know what was hitting them or where it was coming from. So the warning made sense back then, now, with only one artillery strike allowed at any moment per team, the warning only makes sure the single artillery strike allowed at the moment is innefective, giving everyone in the map the pre-emptive information on where it will hit… and 25 seconds to get away from it.

You quote one isolated change, but there were also:

  • Only one artillery strike per team may now be active at any given time.
  • Artillery ranging shots now do less damage.
  • Upgraded artillery now only gives a 4-fold reduction in the time between volleys (60 seconds instead of 48), rather than a 5-fold.

The one-strike limit completely changes the necessity for a pre-warning, in fact, it removes it and it becomes a bizarre unrealistic mechanic. The ranging shots, as you mentioned, were not only delayed, but made weaker, meaning that the artillery shots before the start of the actual barrage are almost never sufficient to kill a person even if they hit him exactly over his head - while, before, the ranging shots were significantly stronger, meaning that, before, the actual damage from artillery started 5 seconds after being called, now it takes 10 seconds for the nerfed ranging shots to start hitting, and 25 for the actual damage to start.

So yeah, your ‘calculations’ are flawed, which you would have realized had you watched the video & not wasted your time writing such a dumb post defending an obviously flawed game-mechanic/bug.

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people were so traumatized by the artillery before the patch that it led to some insane complaints & people even passionately justifying completely broken game-mechanics that came as a byproduct of the patch, rather than contemplating any buffs to artillery, no matter how obviously necessary they might be.

Some of the complaints before the patch & some of the changes that happened were justified, but people need to realize that it also implemented a broken mechanic. The more-or-less correct depiction of artillery in-game was one of my favorite features and things I liked on Enlisted and it was practically ruined by some minor unintentional details from the patch (maintaining the pre-warning & adding aditional delays while limiting the strikes to a single one), and, when I point this obvious miscalculation & demonstrate the problems with it in videos and in detailed posts, still there are some ‘anti-artillery fanatics’ who argue for the broken mechanic and reply with bs…

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less arty kills = better gameplay

what are you talking about?

That sounds like your opinion. I repeat, artillery was the main source of infantry casualties during ww2, accounting for over 2/3 of them. Game is not a ‘historical simulator’, but it seeks some realism. Having artillery account for less than 1% of in-game deaths (as it is right now) is just not desirable considering this.

Whether you like artillery in-game or not, I think what is not up to debate is that artillery should be present in the game, just like planes and tanks should also be. If artillery is going to be present in the game, it should be presented in a minimally logical way. Having the enemy telepathically informed on the exact area where artillery will hit a full 25 seconds before it actually hits (and immediately after the other team calls it), just doesn’t make sense.

I think it is not up to debate that this is a broken game mechanic and that it should be fixed, in order to give artillery at least a logical presentation in-game.

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While I agree that it’s a big and somewhat unrealistic help for infantry to see artillery targets before the strike begins, and it might be possible to get the ones from enemy delayed until actual artillery strike begins, I disagree that it’s not open for discussion whether we wish to get rid of such broken mechanism.

In real life I don’t think that a single 30m x 30m territory gets that varied explosions simultaneously (grenades, explosives, mortar, tank, bombs and artillery) WHILE soldiers are expected to enter the location. Instead, if artillery barrage begins, that is a distinct, well observable event and everybody subject to it absolutely knows whether it was artillery strike or something else. So after first ranging shots you have that red zone marker in your mind, not that precisely of course, but if nearby, then you’ll probably try to hide under a rock if possible.

70% of in-game deaths are due to poor bot AI unwilling to take cover/use trench, and unable to face enemy or jump over barbed wire/sandbag (statistics forged by myself, please don’t quote it :slight_smile: ), so this already increases it to 3% of actual deaths. Now if you remove plane bomb abuse and gray zone tanks, we’ll easily reach 5 to 10% of “traditional” deaths.

So in short: if the marker is not delayed, fine to delay it until strike actually starts. I’m unsure whether it’s good for newbie players to get it fully removed even for enemy attacks.

Don’t feed the troll (aka ghost)

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bs, bombardments didnt happen during an assault, but before. Thus “your arty kills” would be happening 30 minutes before the game starts.

Dont come with “your” view on realism, if 2/3 kills would be with arty then not a single soul would play this game.

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