Jump to content


An idea to make arty work?

arty doesnt have to be bad arty heals world of wracfraft has this

  • This topic is locked This topic is locked
44 replies to this topic

Crasharr #1 Posted 07 September 2018 - 08:38 PM

    Corporal

  • Player
  • 16400 battles
  • 141
  • Member since:
    07-31-2013

I know, i will be ridiculed for this but i can be for less but i thought about it and i came up with an alternative to current arty. I'm not saying its a silver bullet or anything but how about arty splash heals friendlies? I know its wrong, its all about damage but what if this could be an alternate role for arty?! Afterall, arty pounds a position, ground forces wont have to.

 

How about arty rounds actually heal friendly troops?!

 

Come on, its a different take and it might be something, lets dicuss!



PipariIkkunaPesuvati #2 Posted 07 September 2018 - 08:44 PM

    Staff Sergeant

  • Player
  • 10136 battles
  • 359
  • Member since:
    08-05-2012

View PostCrasharr, on 07 September 2018 - 07:38 PM, said:

I know, i will be ridiculed for this but i can be for less but i thought about it and i came up with an alternative to current arty. I'm not saying its a silver bullet or anything but how about arty splash heals friendlies? I know its wrong, its all about damage but what if this could be an alternate role for arty?! Afterall, arty pounds a position, ground forces wont have to.

 

How about arty rounds actually heal friendly troops?!

 

Come on, its a different take and it might be something, lets dicuss!

Just keep going, you will get reward after..



SevernaSnaga #3 Posted 07 September 2018 - 08:47 PM

    Corporal

  • Player
  • 2071 battles
  • 177
  • [BZVZ] BZVZ
  • Member since:
    01-30-2018
Smoke/gas/AP/splash.... make it have REAL support, not devastate enemies with ease

PipariIkkunaPesuvati #4 Posted 07 September 2018 - 08:57 PM

    Staff Sergeant

  • Player
  • 10136 battles
  • 359
  • Member since:
    08-05-2012

View PostSevernaSnaga, on 07 September 2018 - 07:47 PM, said:

Smoke/gas/AP/splash.... make it have REAL support, not devastate enemies with ease

 

Yep, gimme ap back.

Dava_117 #5 Posted 07 September 2018 - 09:08 PM

    Lieutenant Сolonel

  • Player
  • 19129 battles
  • 3,137
  • [T-D-U] T-D-U
  • Member since:
    12-17-2014

View PostSevernaSnaga, on 07 September 2018 - 08:47 PM, said:

Smoke/gas/AP/splash.... make it have REAL support, not devastate enemies with ease

 

Also incendiary shell to burn bushes and flare to spot enemy so arty can finally prevent camping.

Jigabachi #6 Posted 07 September 2018 - 09:09 PM

    Field Marshal

  • Player
  • 17923 battles
  • 18,952
  • [T-D-U] T-D-U
  • Member since:
    08-12-2011
We can try that right after giving light tanks vertical takeoff thrusters.

OIias_of_Sunhillow #7 Posted 07 September 2018 - 09:13 PM

    Major

  • Player
  • 24387 battles
  • 2,519
  • Member since:
    07-20-2011

..paint shells to make pretty colours.

Fart shells to make bad smells.



FizzleMcSnizzle #8 Posted 07 September 2018 - 09:30 PM

    Staff Sergeant

  • Player
  • 4515 battles
  • 436
  • Member since:
    05-21-2018
How about arty blows up each time it tracks/damages a teammate?

slitth #9 Posted 07 September 2018 - 10:14 PM

    Second Lieutenant

  • Player
  • 11952 battles
  • 1,006
  • Member since:
    06-23-2011

Well they could make a support mode and a damage mode.

 

In support mode artillery will work more or less like it does now, but has less movement speed and the shells does not do any damage.

Instead it will just debuff/stun the tanks that are hit. How effective the debuff/stun need to be will be up to debate.

 

In damage mode the artillery loses the top down view and debuff/stun effect on its shells and gain movement speed, damage effect on shells and sniper mode.

So they function more like a normal TD that use HE ammo. So they can get a little damage buff if need be.

 



Archaean #10 Posted 07 September 2018 - 10:18 PM

    Second Lieutenant

  • Player
  • 15130 battles
  • 1,177
  • [S4LT] S4LT
  • Member since:
    04-25-2015
Artillery should fire viagra pills.

WindSplitter1 #11 Posted 07 September 2018 - 10:19 PM

    Major

  • Player
  • 15762 battles
  • 2,560
  • [ORDEM] ORDEM
  • Member since:
    02-07-2016

View PostSevernaSnaga, on 07 September 2018 - 07:47 PM, said:

Smoke/gas/AP/splash.... make it have REAL support, not devastate enemies with ease

 

This.

 

It has probably been suggested before but it DOES make sense as it is a support class.

 

It could for example shoot assets both allies and enemies could seize and SPGs playing them would be rewarded/penalized based on who gets what:

  • Repair kits
  • Medical Kits
  • [Very small] healing packs (like 5% of max XP)
  • Boosters like inspire (for a very small duration)
  • Smoke grenades (on larger maps, in pubs it's pointless since everyone's at VR cap)
  • "Mega stun" (shells that only stun an enemy without causing any damage but stun for longer
  • "Illumination" shells (after landing, a vehicle that drives within X meters is auto spotted, regardless of friend or foe)

 

You could even make the SPGs pulse on the minimap after using a support "shell" after 5s or so, to allow allied counter battery to a clicker that doesn't move.

 

I like this idea very much ^^

21:20 Added after 1 minute

View Postslitth, on 07 September 2018 - 09:14 PM, said:

Well they could make a support mode and a damage mode.

 

In support mode artillery will work more or less like it does now, but has less movement speed and the shells does not do any damage.

Instead it will just debuff/stun the tanks that are hit. How effective the debuff/stun need to be will be up to debate.

 

In damage mode the artillery loses the top down view and debuff/stun effect on its shells and gain movement speed, damage effect on shells and sniper mode.

So they function more like a normal TD that use HE ammo. So they can get a little damage buff if need be.

 

 

Or this. Or even a combination of both.

Sounds pretty reasonable to me. Again gg OP.


Edited by WindSplitter1, 07 September 2018 - 10:27 PM.


slitth #12 Posted 07 September 2018 - 10:33 PM

    Second Lieutenant

  • Player
  • 11952 battles
  • 1,006
  • Member since:
    06-23-2011

I do not think that the healing / resupply role should go to artillery.

That would be better on a light tank. They need something more to do, not that other tanks are more or less doing the spotting for them.

 

Now smoke grenades would be good on artillery if they, if they reduce the view range of tanks that are in the affected location.

Shooting them at friendly locations to conceal allies might reveal where a unstopped ally might be located. And therefore have opposite effect.

 

This will probably need a rework of the ammunition system for artillery, because if you have to may shell types might make the hard to manage the ammunition load-out.



Bordhaw #13 Posted 07 September 2018 - 10:42 PM

    Captain

  • Player
  • 11415 battles
  • 2,329
  • Member since:
    01-29-2017

View PostDava_117, on 07 September 2018 - 08:08 PM, said:

 

Also incendiary shell to burn bushes and flare to spot enemy so arty can finally prevent camping.

 



fighting_falcon93 #14 Posted 07 September 2018 - 10:51 PM

    Colonel

  • Player
  • 30603 battles
  • 3,628
  • Member since:
    02-05-2013

If you ask me for my opinion on your suggestion, I'd say no because it's a sci-fi suggestion. We already have HP on our tanks, that's in my opinion already enough, we don't need even more magic where allies shoot an allied tank and the tank becomes repaired. I'd also have to say that things like napalm shells to burn bushes or smoke shells that hide allies are solutions that don't really work in practice - we don't want to burn away the few bushes we're lucky to get and expecting to get covered in smoke when you actually want and need it from a completely random player is a bit of a long shot - these solutions don't really solve anything, they just make the class even more useless.

 

I think that the solution is to remove artillery from the game, and instead turn light tanks into recon tanks that have a very light armament, but the ability to use call-ins, such as aircraft recon sweeps, artillery barrages, stuka bombing strikes etc. We've already seen an idea of this in the front line game mode, but what I mean is a little bit different than that. In my opinion, the call-ins during front line was too weak on a direct hit, had a too short delay, and some of them was too accurate and intense.

 

In my vision of light tanks, they'd basically only use their own guns against other LTs or SPGs, or when they get behind a TD. They should have amazing camo, viewrange, mobility and gun handling, but very bad penetration, HP and armor. In other cases, they would use their call-ins as their main weapon. This would make the class unique and much more interesting to play, at the same time as their call-ins would allow them to counter stalemates much better than artillery will ever be able to.

 

This all would work by letting LTs pick different call-ins in the same way they pick consumables. These call-ins can even be researchable for different nations and for different LTs. Each call-in has a delay (the time before the call-in happens), a duration (how long the call-in is working), and a cool down (how long before it can be used again). During battle, the LT player would click a key to open up a tactical radio map and click to set the location and direction of the call-in. This can be limited to the LTs render distance or view distance in order to prevent camping in the base.

 

Here're a few examples of call-ins. The videos are taken from a RTS game but I think you will get the general idea anyway. Notice that the effects in the videos are different compared to the ones in front line especially in the delay (they take longer to arrive) and in the duration (they are active for a longer period of time but less intense in one specific spot). Also, they have a much higher sound and graphical quality than the ones in front line.

 

First video is an extremely clear example of how the core system would work. In World of Tanks this would be:

 

1) Press a key to open the tactical radio map.

2) Select which call-in that you want to use.

3) Click on the map within your render/spotting distance.

4) Wait for the delay and keep out from the area during the duration.

 

The red smoke is used as a warning. Personally I think that only your team mates should see it, not he enemy. And since some call-ins are active for such a long time, the team damage from them should be inactivated to prevent accidental bans and so on.

 

 

Here we have some air strikes:

 

 

And here we have an american 155 mm artillery barrage:

 

 

And so on. I think you get the idea by now :great:



WindSplitter1 #15 Posted 07 September 2018 - 11:13 PM

    Major

  • Player
  • 15762 battles
  • 2,560
  • [ORDEM] ORDEM
  • Member since:
    02-07-2016

View Postfighting_falcon93, on 07 September 2018 - 09:51 PM, said:

If you ask me for my opinion on your suggestion, I'd say no because it's a sci-fi suggestion. We already have HP on our tanks, that's in my opinion already enough, we don't need even more magic where allies shoot an allied tank and the tank becomes repaired. I'd also have to say that things like napalm shells to burn bushes or smoke shells that hide allies are solutions that don't really work in practice - we don't want to burn away the few bushes we're lucky to get and expecting to get covered in smoke when you actually want and need it from a completely random player is a bit of a long shot - these solutions don't really solve anything, they just make the class even more useless.

 

I think that the solution is to remove artillery from the game, and instead turn light tanks into recon tanks that have a very light armament, but the ability to use call-ins, such as aircraft recon sweeps, artillery barrages, stuka bombing strikes etc. We've already seen an idea of this in the front line game mode, but what I mean is a little bit different than that. In my opinion, the call-ins during front line was too weak on a direct hit, had a too short delay, and some of them was too accurate and intense.

 

In my vision of light tanks, they'd basically only use their own guns against other LTs or SPGs, or when they get behind a TD. They should have amazing camo, viewrange, mobility and gun handling, but very bad penetration, HP and armor. In other cases, they would use their call-ins as their main weapon. This would make the class unique and much more interesting to play, at the same time as their call-ins would allow them to counter stalemates much better than artillery will ever be able to.

 

This all would work by letting LTs pick different call-ins in the same way they pick consumables. These call-ins can even be researchable for different nations and for different LTs. Each call-in has a delay (the time before the call-in happens), a duration (how long the call-in is working), and a cool down (how long before it can be used again). During battle, the LT player would click a key to open up a tactical radio map and click to set the location and direction of the call-in. This can be limited to the LTs render distance or view distance in order to prevent camping in the base.

 

Here're a few examples of call-ins. The videos are taken from a RTS game but I think you will get the general idea anyway. Notice that the effects in the videos are different compared to the ones in front line especially in the delay (they take longer to arrive) and in the duration (they are active for a longer period of time but less intense in one specific spot). Also, they have a much higher sound and graphical quality than the ones in front line.

 

First video is an extremely clear example of how the core system would work. In World of Tanks this would be:

 

1) Press a key to open the tactical radio map.

2) Select which call-in that you want to use.

3) Click on the map within your render/spotting distance.

4) Wait for the delay and keep out from the area during the duration.

 

The red smoke is used as a warning. Personally I think that only your team mates should see it, not he enemy. And since some call-ins are active for such a long time, the team damage from them should be inactivated to prevent accidental bans and so on.

 

 

 

Not bad. I like the first video. Makes it a somewhat more realistic sound.

 

I say somewhat because I don't know if you can actually hear the shell whistling like that.



fighting_falcon93 #16 Posted 07 September 2018 - 11:25 PM

    Colonel

  • Player
  • 30603 battles
  • 3,628
  • Member since:
    02-05-2013

View PostWindSplitter1, on 07 September 2018 - 11:13 PM, said:

I say somewhat because I don't know if you can actually hear the shell whistling like that.

 

In the first video it's railroad artillery that's firing, you know these badboys. So I have no idea how they sound in real life, but I don't think that ordinary artillery sounds like that.

 

Found a video of modern artillery but this is "only" 122 mm:

 



WindSplitter1 #17 Posted 07 September 2018 - 11:57 PM

    Major

  • Player
  • 15762 battles
  • 2,560
  • [ORDEM] ORDEM
  • Member since:
    02-07-2016

View Postfighting_falcon93, on 07 September 2018 - 10:25 PM, said:

 

In the first video it's railroad artillery that's firing, you know these badboys. So I have no idea how they sound in real life, but I don't think that ordinary artillery sounds like that.

 

Found a video of modern artillery but this is "only" 122 mm:

 

 

That is one angry clicker...

gunslingerXXX #18 Posted 07 September 2018 - 11:59 PM

    Lieutenant

  • Player
  • 10956 battles
  • 1,922
  • Member since:
    11-16-2014

Arty plays PvE. Rest plays without arty. 

 



SevernaSnaga #19 Posted 08 September 2018 - 01:09 AM

    Corporal

  • Player
  • 2071 battles
  • 177
  • [BZVZ] BZVZ
  • Member since:
    01-30-2018

I didnt include anything else bcs it doesnt make sence(exp. spotting flare) but another feature could be Siege mode(its realistic as well)

That way arty wont go 40kmph and yolo into you and shoot you in the back.

They could have medical/repair kit(repair all modules/add standard ammo/heal 5%) that they drop like care package, but still not too much realistic

00:11 Added after 1 minute

I was looking and found this video, i dont agree with everything but most of it sounds like a good idea

https://youtu.be/1pFwjt4nt04



turksuvari #20 Posted 08 September 2018 - 01:16 AM

    Private

  • Player
  • 20323 battles
  • 16
  • Member since:
    01-14-2012
Just remove the satellite view from arties it will fix the problem.I know this game is not a simulation game but satellite view is like a hack its not fair.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users