That's also why I suggested that arty be made ineffective against tanks as well as an overall nerf, because that way you need to have your own tanks, and artys would become vulnerable to rushes, especially if you slow them down and/or remove much of their armor. Basically make them very, very weak, but their ability to destroy structures at range makes them important and useful against turtles, but they should not be a substitute for tanks, or fielded in large numbers like you would tanks.
Well actually, making the tank aim slowly but without needing to turn the chassis would be a huge help to aiming in general. Just turn the sensitivity right down, and make the turret either turnable, or just give it a small amount of yaw, that would help you aim precisely if you coupled it with slow aiming speed.
Like he said artillery is fine. On chookepoint maps both teams usually turtles at the chokepoints, which means building lots of defence buildings. And what unit counters defence buildings? Yes Artillery! And if you die by artillery on open maps it is your own fault. But it would be fine to nerf the artillerys armour and speed, it only needs two plates, maybe make it so it can only have one back plate also? And especially reveres speed should be nerferd on it, thus making quik getaways impossible. And for good sake artillery ain't exactly cheap. Like 1000 per tank :S. The thing comes down to tactics really on chokepoint maps, if the enemy spend all his time fortifying one chokepoint you should by all right be rewarded for going artillery, not get a nerf on the artillery against buildings. The answer is to have teamwork on the team and using other tactics. Take like canyon! Instead of building chokepoints and waiting for artillery rush HEMG APC, or Mediums with HE or Bio missile, and then concentrate all armour on one front with infantry support and breakthrough. Then the enemies rush for artillery will be a waste sence he loses the safe point to attack from. And then when a breakthrough has been archived move the armour to attack the other chokepoint the enemy has from behind winning. Or rush with APC Spawn, there are tons of tactics available.
Fielding artillery means you're not fielding tanks. In addition, they're not cheap. Or should be more expensive - but not by much.
The major problem with artillery is the indirect fire it doesnt matter how vulnerable the tank itself is. You cant attack arty, one layer of wall or a hill makes it impossible to kill the arty. And i want to see the team that is able to break through some layers of walls with tanks or apcs -.- You get arty faster than hemg, biomg apc or whatever. You dont need to field tanks if you use arty cause you just need to deny the enemy tanks access to the area where you parked your artys.
In my experience artillery is in 80% of the games played on chokepoint maps not protected in the level that is needed with walls and such and can be APC rushed. The commander that goes for hemg/dumg/biomg APC will usually beat the commander who goes fast artillery sence the APC will be able to push through in 80% of the games, and you usually finish the APC with weapons about maximum two minutes after enemy goes artillery, just enough time for the enemy artillery to push on and leave their defences :p. I did exactly this on slaughtered yesterday as BE commander. Works like a charm. Yes in theory the team that gets arty first and protect them should win, in practise this don't happen.
Yeah and i am talking about personal experience, every time i have commanded and waited with artillery for good apc or mediums i have like in 90% of the games won vs arty rushes on slaughtered.
-_-'' This thread is starting to turn into a flail thread. artillery rapes bases. Everything rapes artillery. If you have nothing and they have arty, you are fucked. If they have meds and you have arty, you are fucked. that's 90% of all games.
Seriously you think you can win with meds on slaughtered or canyon against arty? As comm you spam like 5-7 layers of wall on both chokepoints and wait til arty destroys everything. Get a demo of the first PUG match to see how it works.
It's worth reminding everyone that Arty was seriously buffed in the last patch (+20 damage almost across the board). It might simply have been buffed a little too much, that's all.
that's why you MUST control the choke points, especially on slaughtered. NF can snipe into one of the main area's BE puts a base in from a very easy place at a very good choke point. It's more than controlling refineries, it's controlling easy access to those refineries. One of slaughter's faults is that it's perfect for arty seige. Both teams can do it, but it's easier for NF. in the past, BE could simply let NF have that water area, as it wasn't all that important, but now BE should be fighting for that spot the best they can. Unfortunately, slaughtered is also NF sided in that aspect. NF is much closer to the bridge and consequently forces BE to focus on defending the bridge while NF sets up their base in the east. The whole thing could be made better if BE barracks started closer to one of the ramps leading out of their base. In the end, it's really a mapping issue rather than a gameplay issue, though the arties are extremely powerful atm.
You can wall of and arty spam on almost every map. Make a map that is not totaly open like duststorm in a way so you cant do it... If you can do it at almost every map wouldnt it be easier to redo the arty than removing 90% of all maps.
No, no, give the Scout a giant baseball bat that they can use by standing on top of your Rax and swinging it to hit arty shells back at the arty that fired them.
You can easily win with meds on slaughtered and canyon vs arty spam. Research bio missile then the meds will destroy the whole enemy defences quickly. Accompanying infantry can destroy walls and move in to wreak havoc.
Your fancy bio tanks will be destroyed atm the enter the valley. You cant deconstruct walls cause you need to get out of your vehicle to do that and that means you are prey for the artys.
Yeah in theory, in practice it goes like this. Walls are placed right in front of thw vehicle factory, our troops make a breakthrough in the chokepoint, meds flood through. Gets to the walls at the vf, start killing the artillery so they die or backaway, infantry catches up, or comes with APC. And then eliminates enemy. I have never seen a game where artillery just bluntly stops an attack. It usually goes that tanks gets through.