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SPG nerf or boost?

Poll: SPG nerf or boost? (212 )

What do you expect from upcoming SPG changes?

  1. Accuracy is ok and number of units shouldn't be limited (40 [18.87%])

    Percentage of vote: 18.87%

  2. Max 2 SPG for side and lowered accuracy for all tiers (102 [48.11%])

    Percentage of vote: 48.11%

  3. Incresed overal SPG effectivnes (43 [20.28%])

    Percentage of vote: 20.28%

  4. Lowering dps but increasing rof (same dpm) (27 [12.74%])

    Percentage of vote: 12.74%

Vote Guests cannot vote

_URI_'s Photo _URI_ 25 Apr 2011

I'm personally tired getting 4 shells in head at time whenever I fighting. Thats why I asking you about your opinion about.
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Sturmtiger_304's Photo Sturmtiger_304 25 Apr 2011

Reducing it's damage is fine, getting a shell with damage of 2000 is not going to end well with any of your tanks.
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TimeBanditBG's Photo TimeBanditBG 25 Apr 2011

Only Tiers 6-7 are good, other SPG's are realy... BAD... some of them have terrible accuracy. I think that accuracy must be increased but DMG and reload time of some of them must be reduced.  :Smile_honoring:

Ave atque vale.
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Krisz2's Photo Krisz2 25 Apr 2011

Problem is with polls like this there are so many different options not included in it.

Arty should have a limit but having 5-6 arty on 1 team isnt great for both tanks and arty.

As people get experienced at playing against arty they work out ways of making them much less of a problem (skilled light tank drivers can allow heavies to shoot the enemy from safe places out of site)

Most players tier 7-8+ have worked out where arty are likly to be shooting from and find cover from them this does not include bushes (as an arty player i love tanks sitting in bushes making my life easy not only are they not moving but i dont even need a scout as there tracer fire gives them away if they shoot)

If arty in nerf'd it would be extremely hard for tier 6+ arty to defend the team against fast moving targets (its already hard to hit a semi decent medium player)

50% of the time people get hit by arty for making bad decisions or not thinking about arty untill they get hit I have seen this so many times where a tank stops to shoot someone in an open field then after getting hit yells "ARTY IS OP!"

I do think arty needs to be adjusted though, my opinion would be faster firing but less dmg but still doing the same damage per minute, this would atleast give tanks the oportunity to make 2-3 mistakes rather then having the game ended after 1 :)
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stagediver's Photo stagediver 25 Apr 2011

 Krisz2, on 25 April 2011 - 03:18 AM, said:

Problem is with polls like this there are so many different options not included in it.

Arty should have a limit but having 5-6 arty on 1 team isnt great for both tanks and arty.

As people get experienced at playing against arty they work out ways of making them much less of a problem (skilled light tank drivers can allow heavies to shoot the enemy from safe places out of site)

Most players tier 7-8+ have worked out where arty are likly to be shooting from and find cover from them this does not include bushes (as an arty player i love tanks sitting in bushes making my life easy not only are they not moving but i dont even need a scout as there tracer fire gives them away if they shoot)

If arty in nerf'd it would be extremely hard for tier 6+ arty to defend the team against fast moving targets (its already hard to hit a semi decent medium player)

50% of the time people get hit by arty for making bad decisions or not thinking about arty untill they get hit I have seen this so many times where a tank stops to shoot someone in an open field then after getting hit yells "ARTY IS OP!"

I do think arty needs to be adjusted though, my opinion would be faster firing but less dmg but still doing the same damage per minute, this would atleast give tanks the opertunity to make 2-3 mistakes rather then having the game ended after 1 :)

*sign*
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tarellond's Photo tarellond 25 Apr 2011

Wow, so many choices unmentioned :)
I would keep the efficiency as it is, but burst the fun factor. Lowering damage and boosting RoF could be a way, though not the only one.
Arty SHOULD be limited, but the number should be 3, maybe 4. Sure not 2.
Also, issues when some team has 2x T6 platoon and the other gets 2 hummels instead isnt solved yet ... So SPGs are played poorly compared to other tanks and matchmaking simply cant reach equation in casual gameplay, what will happen when you limit it?

Huge + to Krisz2 for allowing casual tanks to make 2-3 mistakes before SPG gets him.
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_URI_'s Photo _URI_ 25 Apr 2011

I added Krisz2 option :). But do you realise how this can affect  heavies life? :P I'm staying by accuracy nerf with equal dps dpm rof...

Look at this another way: for most of battles you have in your team 1-3 MT tanks and they lead attack. They can also carry more then 2-3 arty hits. Unfortunaly most of team cannot hold that long (tier assigement is really wide). In addition 80% of hits disabling ANY tank for at least 5 sec making him easy target for others unit or turning him into useless box of metal.
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theta0123's Photo theta0123 25 Apr 2011

Seriously nerf the accuracy even more? did any of you people even Properly played SPGS?
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Squadman45's Photo Squadman45 25 Apr 2011

Reduce precision, and increase ROF but with less damage, i am bored to see SPG direct hits (my record is first appear on a map bottleneck 3 direct hits in 3 seconds!!!), damn, they are not TDs!!! and maybe change the scout system for then, if they have range vision use it, they only can see terrain damage if they see it, radio only works to say, here is a tank, i see it and same for search or shoots (arty on tanks).

2 per battle and side is nice but i prefer see an option to search games with no arty, for me arty kills the game because increase the camping factor and made games an artycover Oasis.
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Hornet331's Photo Hornet331 25 Apr 2011

 Krisz2, on 25 April 2011 - 03:18 AM, said:


50% of the time people get hit by arty for making bad decisions or not thinking about arty untill they get hit I have seen this so many times where a tank stops to shoot someone in an open field then after getting hit yells "ARTY IS OP!"



And 50% of the time it happens when you change position form on cover to another, because you think its save and you saw nothing moving etc. only to get spoted by a camper and then hit by hand of god, get double tracked, and at least one crew/module killed.

They need to remove the autospotting... if ppl want arty support, spot targets from them. Tanks only should be visible on brids view if they are highlighted manual.
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dngrs's Photo dngrs 25 Apr 2011

Limiting their numbers to 2 is ok with me.
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Zieten's Photo Zieten 25 Apr 2011

capping the numbers for arty per side is fine (2-3). anything else is kinda tricky not easily brought down to the choices available
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_URI_'s Photo _URI_ 25 Apr 2011

Can't please everyone :P
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Kaap's Photo Kaap 26 Apr 2011

 Krisz2, on 25 April 2011 - 03:18 AM, said:

50% of the time people get hit by arty for making bad decisions or not thinking about arty untill they get hit
I'm fine with beeing punished for making a mistake. Being punished by 3 arty in 2 seconds thus instagibbing me is...well, not so fine.

Get ze point hmkay :P
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Denii's Photo Denii 26 Apr 2011

As annoying and powerful arty is I think it is fine as it is. It does add dynamism to the game play.

I think they're a bit too accurate but the accuracy is needed to compansate on how they were used in reality, that is in bateries to cover an effective area.
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avada's Photo avada 26 Apr 2011

 Krisz2, on 25 April 2011 - 03:18 AM, said:

Problem is with polls like this there are so many different options not included in it.

Arty should have a limit but having 5-6 arty on 1 team isnt great for both tanks and arty.

As people get experienced at playing against arty they work out ways of making them much less of a problem (skilled light tank drivers can allow heavies to shoot the enemy from safe places out of site)

Most players tier 7-8+ have worked out where arty are likly to be shooting from and find cover from them this does not include bushes (as an arty player i love tanks sitting in bushes making my life easy not only are they not moving but i dont even need a scout as there tracer fire gives them away if they shoot)

If arty in nerf'd it would be extremely hard for tier 6+ arty to defend the team against fast moving targets (its already hard to hit a semi decent medium player)

50% of the time people get hit by arty for making bad decisions or not thinking about arty untill they get hit I have seen this so many times where a tank stops to shoot someone in an open field then after getting hit yells "ARTY IS OP!"

I do think arty needs to be adjusted though, my opinion would be faster firing but less dmg but still doing the same damage per minute, this would atleast give tanks the oportunity to make 2-3 mistakes rather then having the game ended after 1 :)

What he said, ok.
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januri25's Photo januri25 28 Apr 2011

Strange thing how many ppl complaining about SPG snipers in-game and so few just voted here...
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deathnoise's Photo deathnoise 29 Apr 2011

 tarellond, on 25 April 2011 - 07:33 AM, said:

Huge + to Krisz2 for allowing casual tanks to make 2-3 mistakes before SPG gets him.
Then - lets give the spgs the same amount of luxury.. 1000+ hp and better armor?
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_URI_'s Photo _URI_ 29 Apr 2011

Seen statistic for upcoming T8 SPG's... Not going pay for this game anymore. Don't make me wrong - its wonderful idea and excellent gameplay, except... no matter what you do all tanks (heavys especially) just targets for fire from sky. Only way is hide deep and wait wich arty will shoot better. Not for me. SPG should be support for advancing forces not main game weapon. Maybe i'm wrong and I see this in wrong way and this suppose to be like that...
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Alejando's Photo Alejando 29 Apr 2011

 januri25, on 28 April 2011 - 01:26 PM, said:

Strange thing how many ppl complaining about SPG snipers in-game and so few just voted here...

The devs dont give a shit about this thread or poll result, so why post/participate?
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