Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The one thing though, infantry are far too resilient to artillery. Took two salvos by 6 guns to take out a Soviet scout squad. So, 6 guns, fired I think 4 times each times 2 missions for a total of 48 HE shells to kill about 7 men?
I think the use of Artillery depends on Eugen's philosophy of implementing them-
are they used mostly for suppression effects and damage as secondary- or the other way around?
Would be nice if they answered how they think artillery is implemented in the game.
It'd make it more clear on how it's used in-game honestly.
Arty is already powerful, blind arty is useless and thats good. You need to use different arty for different purposes. The cluster is At. the rocket He arty is for stunning and the rest is for killing single units, but overall blind arty is not doing much.
Yeah, this is how I often feel as well.
--
The issue really comes down to the fact that artillery is a very precise weapon, and when it hits, things get vaporized. And when the game is visually showing you people being showered with arty and shrugging it off, it's jolting.
The other issue is that the amount it costs, and the lack of precision in being able to reliably kill things with it, makes it huge waste of resources. If we are fighting an even battle and you add, let's say, 2 artys and I add 4-5 inf squads... it's game over. I can keep healing, and using the inf in directed, tactical ways. And all the art can do is try to keep tracking and pestering me.
I feel for Eugen on this. They're trying to find a gameplay sweet spot; I get the challenge. W:EE artillery was probably too potent. W:ALB it was near useless outside suppression but fired unrealistically fast. W:RD, in my opinion, was the closest they got.
I also respect that opinions on this will vary. My opinion is toward realism. The way my gang usually plays is with one player focusing on artillery, especially the counter-fire fight and its a really cool way to play. But I also understand that lots and lots of players play with random people and they don't like having a random team mate only do artillery.
Eugen will make a decision probably in the interest of the muliplayer community at large. In the future, I think that mods will probably provide the answer to diverse preferences.
I'm totally sympathetic as well, and think the game is amazing. But seems like a small thing to leave hanging so long.
To sum it up the main issues are that visuals and damage do not match up, artillery can not be used decisively, and that we don't want arty to be OP.
More over, the most enjoyable aspect of arty is really when you get lucky RNG and magically hit on the first shot or right in a group and it's a fun moment. Currently there is none of that spice because it just smudges damage over an area instead of where the shells land.
I really think the simple fix is to find a combination of fire rate and accuracy, that makes hit more deadly, but the result is generally the same. The only major and important difference is that direct/very close hits need to be more deadly, so that things can't heal forever and arty can play a more surgical role.
While I agree with you in EE. High point team games. Arty was insane. But, in 1v1 it's too expensive. Yes. It made it hard to make come backs. But honestly, it's fun. I think EE had the best setup between being useless in low numbers and cost to being absolutely demolishing. It also was the best of all 3 wargames for corrected fire. W:ALB was very guilty and so is RD of not needing recon to spot. RD is also very guilty of hand holding for recon.
Recon in general is a challenge in WARNO. Its essential, but I feel (can't measure though) that its hard for scouts to spot targets without exposing themselves.
Its all a hard balance. Eugen does it better and in a more creative way than anyone else short of a full blown simulator, so I'm not trying to complain. If I had a firm idea of how to dial it in better I would put it forth.
well they could play with cohesion. Make it 'win more' unit lol
Observed fire is more accurate. However, unobserved fire isn't shooting in the dark, especially if the guns are registered (validated their position and accuracy).
Idea: guns that have been stationary for a period of time gain a bonus for unobserved accuracy?
In my opinion, current unobserved accuracy is fine. If artillery lethality is increased, it may justify a small decrease in accuracy.
Right now, my counterfire against unobserved enemy artillery never kills anything. Ever. Even when I mass fires on a single point of origin. Unobserved accuracy isn't the crux of the issue right now.