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Arty Skills.


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Axelfoley666 #1 Posted 07 December 2017 - 02:32 PM

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Why don't they introduce a specific skill set for Artillery? Most of the regular skills are pointless and have zero benefit for SPG crew.

 

Maybe you guys can think of some i.e. Aiming, loading or counter battery specific.

 

Discuss..... (just waiting for the Arty haters to pipe up with "Arty is OP now" ) .


Edited by Axelfoley666, 07 December 2017 - 02:35 PM.


TsundereWaffle #2 Posted 07 December 2017 - 02:36 PM

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They should make it that not a single crew skill or perk would work on arty

truoste #3 Posted 07 December 2017 - 02:43 PM

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View PostAxelfoley666, on 07 December 2017 - 01:32 PM, said:

Why don't they introduce a specific skill set for Artillery? Most of the regular skills are pointless and have zero benefit for SPG crew.

 

Maybe you guys can think of some i.e. Aiming, loading or counter battery specific.

 

Discuss..... (just waiting for the Arty haters to pipe up with "Arty is OP now" ) .

 

Do you mean something like swimming so that there would be no penalty for the crew when arty suicides at the end of the game? How about instant karma perk instead? It would make arty self detonate when firing and probabilities of that occurrence would be random. 

TheOneAboveAII #4 Posted 07 December 2017 - 03:00 PM

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Here's one:

Spastic Allergy:

Everytime you click, your loader gets allergic to the BS that artillery is and drops the next shell before loading it making a crack into the shell...thus increasing the loading time by 25% and giving the shell a 25-75%(depending on how big the crack is) chance of exploding in the gun barrel when firing and killing the crew.

Edited by TheOneAboveAII, 07 December 2017 - 03:01 PM.


Jethro_Grey #5 Posted 07 December 2017 - 03:01 PM

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View Posttruoste, on 07 December 2017 - 02:43 PM, said:

 

Do you mean something like swimming so that there would be no penalty for the crew when arty suicides at the end of the game? How about instant karma perk instead? It would make arty self detonate when firing and probabilities of that occurrence would be random. 

 

Wonderful skills!

We have to make sure tho, that crews in artys get those skills the second they are placed in one and the crew skill progression must be at least 1000 times faster than on regular tanks. 

For instance, level 1 Instant Karma would detonate the arty randomly in a game. Level 2 of said skill - obtained right after the first game played, would make the arty detonate at least 60% faster, while level three detonates the arty in hangar the second the mouse cursor comes within 10cm of the battle button.

 

Removing the crew from the arty and placing them in an actual tank, lets the special arty skills fade after a couple of games played.


Edited by Jethro_Grey, 07 December 2017 - 03:02 PM.


TheOneAboveAII #6 Posted 07 December 2017 - 03:07 PM

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Or this one:

Temporary Parkinson:

Your gunner gets parkinson everytime he/she is aiming...as soon as he/she stops aiming they are healthy again.

Special ability: "Temporary Parkinson" cannot be diagnosed and cured by the Med Pack.

Or:

*This is not a crew perk, but just thought of including it here*

Everytime arty fires, the shockwave from the gun firing will push the tracks of the SPG into the ground deep enough that it would take about 5-10 seconds of continous acceleration(depending on the caliber of the gun) to unstuck the tracks and move the SPG.

Special ability: If the player doesn't unstuck the tracks and moves the SPG after each shot the tracks will be pushed into the ground even deeper by the next shot, and if after 3 shots the tracks are still stuck in place and the SPG has not moved, the 4th shot will render the SPG immobile for the rest of the match being impossible to move even if pushed by another tank.
 

Martijn_mk2 #7 Posted 07 December 2017 - 03:38 PM

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Some great suggestions here!
Keep up the good work guys!

WindSplitter1 #8 Posted 07 December 2017 - 03:57 PM

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@Moderation:

 

//thread



Dava_117 #9 Posted 07 December 2017 - 03:59 PM

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In my opinion, a perk that increase the duration of enemy arty tracers would be good to increase counterbattery effectiveness. Don't know if would be a commander or gunner perk.


Edited by Dava_117, 07 December 2017 - 04:00 PM.


HeidenSieker #10 Posted 07 December 2017 - 04:14 PM

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View PostDava_117, on 07 December 2017 - 03:59 PM, said:

In my opinion, a perk that increase the duration of enemy arty tracers would be good to increase counterbattery effectiveness. Don't know if would be a commander or gunner perk.

 

Conceivably a radio operator perk, due to the rationale of operation.
 

View PostAxelfoley666, on 07 December 2017 - 02:32 PM, said:

Why don't they introduce a specific skill set for Artillery? Most of the regular skills are pointless and have zero benefit for SPG crew.

 

Maybe you guys can think of some i.e. Aiming, loading or counter battery specific.

 

Discuss..... (just waiting for the Arty haters to pipe up with "Arty is OP now" ) .

 

Get rid of "Intuition" for loaders, replace with something else SPG-specific, i.e. not very relevant to loaders in other vehicle types.

 

Driver could have "Hasten", skill to allow quicker acceleration off the mark.

 

Gunner: "Static target", increases accuracy each shot for stationary target (and only for stationary targets!).


 

jack_timber #11 Posted 07 December 2017 - 05:48 PM

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View PostAxelfoley666, on 07 December 2017 - 01:32 PM, sai

 

Discuss..... (just waiting for the Arty haters to pipe up with "Arty is OP now" ) .

Didn't take them long did it...

BIA + camo is on all of mine, bit of a lottery after that maybe 6th sense.



samuelx43a #12 Posted 07 December 2017 - 07:22 PM

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well, the current skill I have in my M43 I'm not so sure, but if anything, cluch breaking is useful to turn it faster, which helps with aiming, but the increasing arty shell visibility sounds like a very nice one. they would have to be careful hwo they balance this, as there were hacks where they could pinpoint the arty tracer

another one I can think of, but it would be a complicated mechanic, would be smoke and ilumination rounds, but I'm not so sure if those existed for WWII



commer #13 Posted 07 December 2017 - 07:25 PM

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Giant fart gunner perk that cuts down nearby trees and destroys bushes around arty every time you fire. You loose the camo and the bushes but if the enemy tank is within 15m it looses 3 crew members from suffocation.

WindSplitter1 #14 Posted 07 December 2017 - 08:49 PM

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Arty already has one skill given just be existing: making people rage over something they feel they can't control. :trollface:

truoste #15 Posted 07 December 2017 - 08:52 PM

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View PostWindSplitter1, on 07 December 2017 - 07:49 PM, said:

Arty already has one skill given just be existing: making people rage over something they feel they can't control. :trollface:

 

Catholic priests have had such amazing "skills" too. 

Balc0ra #16 Posted 07 December 2017 - 08:54 PM

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View PostTsundereWaffle, on 07 December 2017 - 02:36 PM, said:

They should make it that not a single crew skill or perk would work on arty

 

Somehow I doubt this will lessen their abilities to hit you.

unhappy_bunny #17 Posted 07 December 2017 - 08:54 PM

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Needs a perk that auto-aims on the enemy player with the best stats, and constantly tracks him ( thats follows him, not de-tracks him). Just in case the arty player doesnt use XVM. Call it The Focus Perk. 

Edited by unhappy_bunny, 07 December 2017 - 08:55 PM.


zen_monk_ #18 Posted 07 December 2017 - 08:55 PM

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View Postsamuelx43a, on 07 December 2017 - 06:22 PM, said:

...another one I can think of, but it would be a complicated mechanic, would be smoke and ilumination rounds, but I'm not so sure if those existed for WWII

 

Both were used in WW 1.

samuelx43a #19 Posted 07 December 2017 - 09:04 PM

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View Postzen_monk_, on 07 December 2017 - 08:55 PM, said:

 

Both were used in WW 1.

 

that's great, but how would they implement such a thing?

Balc0ra #20 Posted 07 December 2017 - 09:06 PM

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View Postsamuelx43a, on 07 December 2017 - 07:22 PM, said:

 another one I can think of, but it would be a complicated mechanic, would be smoke and ilumination rounds, but I'm not so sure if those existed for WWII

View Postsamuelx43a, on 07 December 2017 - 09:04 PM, said:

 

that's great, but how would they implement such a thing?

 

It's been talked about before for tanks that is. WG thought little of the idea then. But if they had it for arty, It would have to be on a faster reload, and with a limited supply. As no tier X arty want's to waste 50 seconds to get a smoke round ready. As then it might already be to late. And the area of effect and duration should be based on caliber or tier. And if you get a direct hit on anyone, it would do nothing, not even track damage. That's the only way that would work for arty IMO.

 

View Postsamuelx43a, on 07 December 2017 - 07:22 PM, said:

well, the current skill I have in my M43 I'm not so sure, but if anything, cluch breaking is useful to turn it faster, which helps with aiming, but the increasing arty shell visibility sounds like a very nice one. they would have to be careful hwo they balance this, as there were hacks where they could pinpoint the arty tracer

 

 

There should be a counter fire skill. As in a circle on the map that shows the area the enemy arty is in, or that lights one or two grids up when they fire. Not a pinpoint exact location, but having a general area or direction the enemy fire is coming from would not be the worst. Could even set it as a radio skill. As when friendly tanks get hit, you get a general direction on the map that they "radio" to you. That last one would not be down to the grid even, but just a general pointer if he has moved. And should only work after 100%. Showing the tracer better might be a bit overkill.

 

 






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