I might be crazy, but I think that artillery has been nerfed too much. I have kept quiet on what I feel should have happened to artillery but seeing as I think artillery has been nerfed too much, I have decided to speak up. Most peoples' complaints had to deal with the fact that artillery could own a tank easily, and think the solution to this problem is decrease the damage done by artillery. Instead I suggest instead of decreasing the power of artillery (or rather returning the artillery back to the old level of punch), increase the angle at which artillery must fire. This in my opinion would do three things 1.) Make artillery once again, an effective base killer 2.) Make using artillery harder 3.) Give tanks a much bigger area in which they are inside an artilleries firing range. Any thoughts?
Agreed, though I would never like to see the artilery retruned to what it was before; an increase in angle and a small increase in damage are good trade offs; making it what its supposed to be; a long range bombardemtn thingymagic... Maybe thats what we should have done in the first place... (If a tank gets caught in preplanned arty fire; it should by all rights get destroyed) On the other hand, an artilery shouldnt be able to go toe to toe right off the bat from being deployed...
I was pro reducing the angle before, but I am against it now as it makes the arty a pain to use, your view is already constrained to one axis and a limited pitch aswell. I really dont see the issue with the current nerfage I did, can you give some examples? Ive tried it out for some time and was able to hit almost any target without the help of a scout, there were some targets that were a bit hard but with the help of spotting that shouldnt be a problem. Other problems I know is that on some maps you will not be able to hit certain places, but I've weighed out the difference, and stand by my point that its better to have a almost useless weapon type rather than one that is overpowered (dont mistake this for that I said its ok to have useless things that are supposed to be game enders). If you look at some of the other research available that are not very effective or usefull but still in the game. I chose to nerf small artillery cannon to a point where it is almost impossible to hit something small (turret) that is out of range and at a different elevation. Double small artillery still work quite well against tanks, infact its pretty damn effective still against tanks, you just need to have good timing and aim. Again I have managed to hit my targets, kill structures, tanks, infantry, got killed many many times by a HE arty on escort, one that was far away, so I really don't see why it would be nerfed beyond use, maybe on streets of fire, but thats pretty much the only map with many obstructions like buildings. But you should give me some examples to why you find the arty nerfed, because I've been able to get enough kills with it and it is something that you need to get used to over the insane splash it had before. So to summarize a few of my thoughts while I was nerfing the arty Small artillery cannon should mainly be used as a tank killer, fast reload and lower reach, they are only used in pairs and therefor will always do more damage than the medium arty cannon, making them inline with high explosive arty cannon. So I went for the heavy nerfing of this so it can function well against tanks. Don't count on taking down things out of sight, you will need teamwork for this. The ebst way to use the arty is either with HE or ranged arty cannon, an arty with medium requires teamwork and spotting to make it work, thus should be a strategical decision to rush arty research and a decision made to counter the enemy or go for a certain way of playing, it should not be possible to just get the best in the game and own the shit out of the enemy because they went a different tech so early in the game. What this really means is that if you want arty, you need to either research HE or ranged aswell, as I said, this stops the arty rushing just like any other research is not very effective on its own (this is up for discussion, its my conclusion of all my game time) Also may I remind you that the damage of the Artillery is untouched, all cannons still do the same amount of damage, its the splash damage/explosion radius that is changed, it still takes the same amount of hits to destroy a tank/infantry/structure, you just need to aim better and preferably use teamwork ala painting targets.
Me and align played around with the arty some today and it still wtfpwns if you manage to score direct hits, or get the shell somewhat close (think three inches of armor pwn). I'm happy with it being a base/infantry destroyer instead of the ungodly machination of raining death that took hardly any skill it was before. No more blasting walls and get kills thanks to the outrageous splash damage.
Arty is excellent how it is now. my only problem is that the reverse speed is far too fast. but when you decrease the speed, it has trouble if it ever finds itself needing to back itself up the slightest slope (because low speed = low momentum = low KE = can't turn much KE into PE = can't get any PE)] thus, I think that at low speeds, horsepower should similarly increase. at max speed, horsepower is if anything slightly slightly too high, and and low speeds too low. my suggestion: -slow arty reversing a bit -have horsepower inversely proportional to speed to a vehicle can go slowly up a slope without requiring momentum.
arty is anti building, not anti infantry. I use arty when faced with level 3 turrets, then after all the turrets are gone and my arty dies, I get some other tank.
Artillery is supposed to be anti-structure, it's good as it is now going by what people describe it as currently being, I can't play right now. I don't want to see the artillery tank being a superslayer again, it's not supposed to be. Artillery tanks are expensive and few, powerful if used by the right persons. That's like, when aircraft is implemented, making them cost roughly 500 resources and easy to fly. Aircraft is supposed to be for the more experienced players (or so I should believe), and so should the artillery tank be.
I think the artillery tank should have a deploy system, ad 90° to either side of view when deployed, meaning it needs to undeploy to move and aim behind it. Unfortunatly, that makes it unpolular.
You know what, make it able to shoot as it is now, but give it even field range (as long as it's out of the self-damaging area) to take out tanks in particular too when in deploy mode. But do shit to infantry though. This will give an advantage against the major disadvantage that when anything sees it, it's toast. Also, maybe reloading could be faster this way.
I don't think the deploy idea was necessarily shot down sandbag, not that I'm for it, but others still are. The main reason I didn't like it is because it might give defending artillery an advantage over attacking ones, the time it would take the attackers to deploy inrange could be the last seconds they lived. It could also have a positive effect, one that would make ranged artillery a more viable weapon. Shooting long distances isn't only hard without teamwork, or useless on most maps, but it requires you to stay perfectly still or you'll have to retarget every shot which is a very tedious task, being deployed not only would make you stay perfectly still after every shot, it would also allow you to rotate around your own axis and my first point, it would allow you to use it against defending artillery from outside their range. edit: Also may I remind you guys of this thread: http://www.bsid-clan.com/forum/index.php?showtopic=179 It shows all the changes BSID made for 1.08 and what exactly has been done to the artillery
so the only way people can use artilliary is if an engineer first builds full walls around the target area, and either waits beside the arty (or gets in it), without being able to move without again replacing the walls. that sounds fun. not.