Good thing most of the players arent minimally aware.
Thank you for a proper TL;DR
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.
wow you wrote an entire essay of ass hurt lmao. learn to play noob
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]
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.
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??
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!
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”
Indeed - if you want a game more like “X” - then go play “X”!
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.
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…
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.
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 ), 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)
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.
I think it’s more a case of people want a game, where no skill mechanics aren’t completely rewarded.
Then, let’s change that no skill mechanic into a mechanic with skill.
For example:
-Random direction plane spawn.
-Less armour for planes,
-better AA.
-Bunker, trenches and buildings as secure zones for infantry.
-More points for shootdown enemy planes, etc
-Reload points 5 km (as in some maps in Berlin)
Rolling barrages during an assault were extremely common for set piece attacks - as little as 100m in front of the troops.
These were developed in WW1 - it took some training, and a couple of battles, to persuade the troops that they were in less danger from the occasional “short” than from the enemy if the enemy had time to recover - so they were better off “hugging” the barrage.
The enemy being alerting to an incoming strike 30 seconds before it actually comes in is an obvious exploit and has to be unintended. I am sure that if it brought to the devs attention they will correct this oversight.
Direction won’t matter as people remember the free kill no skill bomb spots
Agree
Agree
Yes.
Agree.
Yup… I’d prefer forced landings tbh but yea… too close, too often as a resupply atm.
Artillery shouldn’t have a speed upgrade either… as much as I like it as a tool.