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Artillery was much stronger a few months back. In fact it was so strong that many wanted it to change as it was very dominant and annoying (but more realistic of course)
I believe the main issue here was actually the way morale/suppresion works in this game not artillery itself.
Because if your units get hit by arty, they get stunlocked. With the high rate of fire they would then continously stun and slowly kill even your strongest units.
IMO this would not have been a problem if suppresion would cause/enable a fall back like in SD2 so units can retreat from the kill zone. But in WARNO suppresion ("low cohesion") makes your units slower and even locks them in place. So it had to be weakend for balancing purposes.
Hence we have acustically and visually impressive artillery. With less impressive effect on target.
I still wonder if this game would work better with Steel Divisions suppresion/pinned down/fall back mechanics.
Then it will not be so easy for a human to use artillery, he will need to spend attention and apm. But it will be rewarded.
We already tried lethal arty. The game devolved into artillery duels and no one liked that.
This is a more or less reliable simulation of military operations. Let it be as it really is, whether anyone likes it or not.
There are many games about orcs and elves where there can't be strong artillery.
Idea of useless units in the game is very bad for strategies.
This needs to be either balanced or removed from the game.
Anyway, it's better that artillery is kept in check because like mentioned earlier in the thread we had a patch with OP arty and it was god-awful and not fun. If you want to play artillery simulator, I recommend Steel Division 2.
And there is absolutely nothing in it that works automatically.
Yes, I enjoyed playing Red Dragon. But then the meta was stable. Not on release.
Even with the smart orders for artillery, it is still way better to manually fire-pos for your arty over using smart orders especially in PVP. Smart orders have a noticeable delay, it does not work if the enemy is moving around alot and sometimes it can waste alot of ammo on unnecessary targets. I don't see the point in removing the smart orders against computer opponent, you have the option to just not use the smart orders.
The biggest problem right now is that NATO has way too many MLRS cards and the Malka is weak. The Malka is supposed to be the one tool to directly counter NATO MLRS from across the map but they nerfed it long ago, so now you basically have to use a Smerch and hope for the best.
Why ? It seems to destroy buildings with a few rounds, decimate Infantry in Forests, kill them in the open and some MLRS even kill slightly damaged top tier tanks with a direct hit, seen it in replays.
Or are you having mortars in mind ? Those seem significantly weaker, but then they should be i guess.
Can't really concur that Artillery is weak now, it feels pretty strong tbh. I actually found most matches i played recently have been dominated by artillery usage.
If Artillery was even stronger you basically would no longer need any other units, except recon.
lmao if anything the counter-battery button needs to be buffed with aimtime reduction