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Serious proposal for an artillery rework

Artillery Spg nerf rework

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BlauerRay #1 Posted 17 July 2020 - 04:24 PM

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tl;dr: lower frustration, increase strategy and maybe add some uniqueness.

 

Artillery as strategic support class

This Post is structured in 3 phases: “Handling”, “Effect” and “Distinction”.
Each can be deployed by itself.

 

Phase 1 “Handling”

These changes reduce the frustration to play against artillery and increase the fun to play the artillery class.
Artillery warning
If shot on, the HUD warns the player for incoming fire, enabling player to dodge shots.
Weapon handling
The handling of the gun and payload needs to change to increase the experience on both sides.
The Fire rate needs to be increased, to account for a lower alpha damage and less penetration. Especially heavy tanks benefit on the receiving end, but the artillery player can take more shots on different targets, or still shot on heavies to harass them.
A slightly increased flight time forces the artillerist to think about their shots, especially in combination with the artillery waring.
 
  • Lower alpha damage ~2/3
  • Lower penetration ~½
  • Slightly increase payload flight time
  • Increase rate of fire ~x2-x3
  • Increase carried ammo to maintain damage potential

 

 

 

Phase 2 “Effect”

To establish the strategic aspect the artillery player can choose between different non damaging rounds. This reduces the potential damage of the artillery, but increases the strategic value of artillery play. The munitions could vary by nation.
HE - Damage, without stun.
Premium - Damage, stun und larger area of effect.
Baric - Stunns crew, damages modules, low penetration, low alpha damage (max 10%).
Smoke - Reduces view range, enhances camo, only triggers positive effects on the own team.
Mines - Area denial, self destructs after ~2 min. Mines are obvious to see and may be destructible.
Target marker - Calls in a light airstrike from a different direction. May vary on nation. Only stun and modul damage, or light damage.
Canister, Airburst, Cluster- Destroys modules in a larger area.
Incendiary - Low power area denial, damages engine and fuel on direct hit.
Illumination - Reduce camo ratings or unveil low camo tanks.

 

 

 

Phase 3 “Distinction”

All artys can activate a siege mode in about 10 seconds and deactivate it in about 3 seconds which gains them nation specific abilities, but renders them imobile. The following is interchangeable.

 

Germany
Burst - While in siege mode, the artillery loads the ammo like the Italians and discharges it in one salvo.

 

Sovjet Union
Undetectable - While in siege mode, the artillery warning and the counter battery detection of France are not triggered .

 

United States
Indirect fire - While in siege mode, the angle of fire is set to plunging fire, which allows to hit enemies behind cover. Probably loads a little longer and flies a little longer.

 

United Kingdom
Better loading and precision - While in siege mode, the loading and precision fasten up.

 

France
Detection - While in siege mode, the artillery detects enemy artillery for counter battery


NUKLEAR_SLUG #2 Posted 17 July 2020 - 04:41 PM

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View PostBlauerRay, on 17 July 2020 - 04:24 PM, said:

 
  • Increase rate of fire ~x2-x3

 

<snip>

 

Baric - Stunns crew, damages modules, low penetration, low alpha damage (max 10%).

 

Permastun for everyone. Yay!



Balc0ra #3 Posted 17 July 2020 - 04:46 PM

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Well, with regards to detecting arty fire. They had arty fire warning during the Berlin event so you knew the grid arty was firing from. And events like that have always been a place to discreetly test new things. So who knows if they will do anything with it later. 

BlauerRay #4 Posted 17 July 2020 - 05:36 PM

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View PostNUKLEAR_SLUG, on 17 July 2020 - 03:41 PM, said:

 

Permastun for everyone. Yay!


Decrease range and effect?



Richthoffen #5 Posted 17 July 2020 - 06:20 PM

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big wall of text for something that is beyond repair.

FrantisekBascovansky #6 Posted 17 July 2020 - 06:34 PM

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Nope.

Kdingo #7 Posted 17 July 2020 - 09:23 PM

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View PostNUKLEAR_SLUG, on 17 July 2020 - 04:41 PM, said:

 

Permastun for everyone. Yay!

 

The most annoying part about arty amplified.... hell no.



Spurtung #8 Posted 17 July 2020 - 11:23 PM

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I wonder what's the logical explanation to have ammo ignoring crew members in order to damage modules.

Or ignoring certain modules to damage other specific ones.



FizzleMcSnizzle #9 Posted 17 July 2020 - 11:24 PM

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Nah, just get rid and let normal players enjoy the game.

no_skill_bob #10 Posted 17 July 2020 - 11:28 PM

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inb4 lock

 

if you want to say anything about artas, go to that special thread, as this will result in a crapstorm anyway.

 

p.s. best arta rebalance would be limiting its ammo capacity, so they dont shoot you through walls, etc.



Scabolcz #11 Posted 17 July 2020 - 11:32 PM

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I stand on my believe... Brin back to what is was, and limit it to one per team.

NekoPuffer_PPP #12 Posted 17 July 2020 - 11:38 PM

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View PostRichthoffen, on 17 July 2020 - 06:20 PM, said:

big wall of text for something that is beyond repair.

 

Big wall?

 

Beyond repair?

 

Sound like a job for a hammer. A sledgehammer.

 

 

(you know what I mean, remove arty :trollface:)


Edited by NekoPuffer_PPP, 17 July 2020 - 11:40 PM.


ONE77ZERO13 #13 Posted 17 July 2020 - 11:40 PM

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Arty is fine, it prevents camping and makes the game more dynamic.

 

stop trying to change this obviously flawless and perfectly functional mechanic

 



Dikkeh0nd #14 Posted 18 July 2020 - 10:22 AM

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Ur describing arty as it used to be in armored warfare,

It was no succes and got removed from PVP. These arty's kept wrecking ur modules and crew, the smokescreens were pretty good tho.



Erwin_Von_Braun #15 Posted 18 July 2020 - 10:39 AM

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I must confess, I do like the idea of incendiary rounds...



Shivvering #16 Posted 18 July 2020 - 10:42 AM

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Arty balance is easy.

 

1. If stun remains, remove the ability for Arty to inflict Critical Hits.

1a. Alternative - Remove the stun mechanic

 

2. Limit to 1 per battle.

 

Problem solved.



shikaka9 #17 Posted 18 July 2020 - 11:22 AM

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it's not locked ... this means only one thing ... this proposal is very serious :teethhappy:

MeetriX #18 Posted 18 July 2020 - 12:37 PM

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Premium - Damage, stun und larger area of effect.
P2W perma stun slow death.
Great.


Cregan37 #19 Posted 18 July 2020 - 01:49 PM

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Ok, lowering damage and penetration reduces combatcapability by a LOT. Increasing rof might balance that out.

 

But giving enemies a warning? While arties miss on pretty much every shot anyway? If they even HAVE a shot to begin with? 

 

How will that huge nerf be compensated? By sparkly effects that can be repaired instantly?

 

I like the ideas tbh, but arty has been nerfed enough already. Time for a buff. And limit to two (or even one) per battle.



Celution #20 Posted 18 July 2020 - 01:59 PM

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The current stun mechanics and constant bombarding with 200-500 dmg with a massive radius and consistency are way more toxic than the occasional oneshot of the pre-9.18 artillery.

 

There, I said it.

 

If this affect would be further amplified, the game would literally become unplayable when arty comes into the equation.







Also tagged with Artillery, Spg, nerf, rework

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