SPG nerf or boost?
_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.
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.
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. 
Ave atque vale.
Ave atque vale.
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
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
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
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*
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.
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.
_URI_
25 Apr 2011
I added Krisz2 option
. But do you realise how this can affect heavies life?
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.
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.
theta0123
25 Apr 2011
Seriously nerf the accuracy even more? did any of you people even Properly played SPGS?
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.
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.
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.
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
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
Get ze point hmkay
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.
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.
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
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.
januri25
28 Apr 2011
Strange thing how many ppl complaining about SPG snipers in-game and so few just voted here...
deathnoise
29 Apr 2011
_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...


