Just thought I would bring up the point although its been moved down a tree its still expensive as hell Bio/regen arty is little under 900 maybe we should drop that cost down to 600
But HE arty is really devastating, it makes infantry and turrets obsolete and on chokepointmaps arty can rape tanks too (if there are walls and infantry support)
As long as arty is as mobile as it is its not too vulnerable, thus a higher price is somewhat okay. You CAN use an arty with cheap or low armor cutting the price by a bit though.
You can say arty is super strong and whatnot, but unless it gets a buff, it woun't be part of the meta-game.
What about leaving it in upg chassis for now, and after 2.2 maybe make the RoF and clip size quicker and bigger? The main problem with arty and why people don't use it is because when someone gets under your firing arc, you're fucked, so why not make your firing arc fucking awesome?
because people don't use it doesn't mean it's useless. before 1.08, 9.5 out of 10 games you would see the same research, coolant and absorbant. Even if absorbent was bugged, the others had their own pros and cons, I'd say they were very usable and would actually be a better choice than abs/cool in a lot of cases (depending on play style). So I wouldn't go by what everyone does, because most people are copycats and don't bother trying something new. Arty's are devastating in some situations, while you could just skip them and do it another way, theres always the option to use them. I'd say that you rather want things to be underused than overused, nobody complains about homing missiles, can't say the same about railgun or nuke though. Not saying it shouldn't be changed, lets just wait and see how 2.2 turns out. Theres been a lot of small changes and they will influence the overall game, infact I'm quite confident that strategies used will shift again just like with 2.0's release.
nod. if arty could be slowed down somehow, then you could make them cheaper. any chance of this for this release or maybe 2.3 ?
first we should get artillery into actual use then we can be all like "holy shit that's overpowered" and "that's underpowered" and also "maybe we can add X and remove Y" honestly, now they're obscenely expensive, although powerful (not powerful enough to justify the cost, like composite)
from teamwork POV, you don't need as many artillery tanks as you need lights/mediums/heavy, and once their job is done, there not much use to do them anymore. It serves a different purpose and does very well at it, whether it's viable to use it for those purposes is a different story and the prices should be based on the viability, not whether it's overpowered or underpowered in it's own right. It's indeed too early to judge, especially since it already received several buffs during 2.2 alone.
Hopefully at the playtest we will see teams going for med-arty combos versus teams doing the usual meds-heavies / straight to heavies.
same, already stated too but its really the only way to go. let them turn faster but slow down their max speed/acceleration even more.
typically, but not in clan matches. theres no guarantee that breaking thru a chokepoint will secure victory.