it still doesn't address the lame and boring tactic of walls/arty spam. we do NEED a cannon that is effective at damaging walls, as they are way to easy to rebuild, double or triple up and if anyone with half a brain is behind the wall, you will NEVER get through. Even IF you do, its dull as shit, which is the real issue here. ADD/MODIFY : a cannon type that dmgs walls MUCH more (plasma perhaps? wall melting) OR MODIFY : comm wall cost to reduce the usage by a team (could make a big difference) ideally, the wall dmg'ing cannon is what the game needs, you simply cannot waste all your time and ammo and tickets on taking down 2-3 layers of walls JUST to get access to the arty thats raping you. LASTLY : change the design of the two new tanks to be fast assaulting tanks, low-ish damage (less than a medium), little less armour than the LT and AFV. Only carries one person, the driver. Has a low heat modifier that will allow it to chase off arty's and/or destroy 1-2. Besides, we all want a fast 'tank' available
The MK-II's, tho I under the impression that they are just a test bed, not meant for actual deployment in 2.23 or any other version, I may be mistaken.
There is a dilema with artillary. Artillary have become the "I win" weapon of the game. For the past 2 or 3 weeks, 90% of games i have been on have been won by duel small arty. It is able to wipe out entire teams and bases and major tweeking is needed urgently. I know this sounds nooby but some kind of "anti arty shell" turret is needed so that bases can be protected. And dont say "omg how nooby an anti arty shell turret how unrealistic" becasue they do exist. One of my freinds dad works out in IraQ as a contracter and he lives in an British army base where they have these turrets that quite litturaly shoot down missles/shells/rockets in mid air This is one way that arty could be counterd but there are many other ways im sure as well that this problem can be sorted.
90% of the wallspam is tri-wall spam. They don't take up your engy wall limit, so you can spam unlimited amounts. They're free. They're quick to build. It looks like this when you lay it. ______________ |_|_|_|_______| Then you just delete the large part and voila, you got 3 free walls.
To bitchslap, we do have quite a number of wall-breaking cannons, but sadly they are all artillery cannons.
Interesting point, you used to be able to shoot down any tank shell, what if you could take out arty shells if you shot at them (excessively)?
That would make everyone just spam their ammo into the arty-fire. Also, arty should only do like 33-50% damage to tanks and only 70-80% to infantry in my opinion. You may try to make the engineer's seismic-nades and APC-nades stronger vs walls.
Why not let lvl3 mgs shot incoming arty shells. Would make turrets a anti arty tactic and every engi could save an area from arty spam with his turret by himself
Arty is designed to kill everything, where is it cast in stone that arty is the turret counter... never found anything anywhere.
In my opinion, arty is supposed to be a base-killer, not some sort of superweapon which is ultra-effective vs everything (including Jesus and God).
Besides that there is no jesus nor god, it should really have a multiplier > 1 against buildings and multipliers against infantries and tanks < 1.
I remember thinking that was a cool as a fuck feature, and then it was removed just like that. Sad times.
What like the Redeemer on UT2k4? You get this awesome super weapon and some fucker shoots it out of the sky, with this big "DENIED" coming up on your screen. But seriously, anti-arty turrets sounds good to me, maybe it could just damage the shells and make them shatter, increasing the splash damage, decreasing the overall damage.
It's implied by the fact that nothing else works well against turret farms except throwing huge numbers of tanks and infantry at them. That's fine and dandy if the turrets are in the open, but can you imagine trying to clear crossroads of turrets without artillery? Or any other map which has enclosed areas? Escort is unplayable if the NF get a few level 3s up and you don't have artillery. Entrenched turrets only die when you spam them with artillery, everything else has a counter, tanks beat everything else, arty beats dug in turrets, and also everything else at the moment but if you're going to remove something from arty, it shouldn't be effectiveness against turrets, that's the only thing arty can do that nothing else can. Has anyone considered making different arty guns for different things? Make HE kill infantry with a wide splash radius but do little damage to structures and tanks, make a seismic cannon which damages structures but not infantry or tanks, like the seismic grenade, and make an anti-tank cannon which has a good rate of fire and a small spread, but which does little damage to structures or infantry unless it hits them on the head, tanks however take more damage from this than any other shell, it also has the longest range, possibly replacing ER cannon. So you can use arty to kill bases but be defenceless against anything attacking you, you can use it to kill infantry but require tanks to kill the base itself and protect you, or you can use it to break a stalemate by shelling the enemy fortification with AT rounds and killing their tanks, or fire against enemy artillery.