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Your thoughts about sector artillery?
I don't know if it's just the sector artillery or also the creeping barrage, but I think this is way too overpowered. It has an enormous radius and it's just annyoing if you have 2-3 try hards on the enemy team abuse it every minute. Since I don't have friends playing this game (unfortunately) I can never take advantage of it hence it's unfair for non-coop players. I really like that leveling is not a big thing in this game, just in this one case it's ♥♥♥♥♥♥♥ me off. What are your thoughts about this?
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I mean it’s really not hard to make friends in this game. Most of the people on my friends list are people I’ve met playing Verdun. Also you can always continue playing with those you have played with in the past and continue to gain xp with them
Mhuur Mar 9 @ 1:17pm 
Squad leveling is, IMO, the end-game gameplay for this game. After hitting level 100, and unlocking all loadouts, there's nothing besides squad leveling to work towards mechanically.

I think artillery call in's, for all squad types, need to be reworked. By in large, arty barrage (standard inf squads), gas, and recon are the only viable high level squads. And the barrages outclass all other damaging call in's as far as sheer dps.
I think that the call-ins in general should take longer to cool down / recharge. E.g. Painfully obvious that Sector Artillery is too easily spammed with a 75 second cooldown. (Creeping Barrage = 100 seconds)

Edit: Maybe the Sector Arty AoE could be reduced some, but IMO, I think that the AoE is okay.

  • Infantry Artillery:
    1. Mortars: 60 seconds (s)
    2. Sector Arty: 120s
    3. Creeping Barrage: 180s

  • Sentry Arty:
    1. Trench Mortar: 90s or 80s
    2. Heavy Mortar: 150s or 140s
    3. Big Bertha / Railway Gun: 210s or 200s

  • Gas Artillery:
    1. Tear and Chlorine: 180s or 210s
    2. Phosgene and Mustard: 210s or 240s

  • White Phosphorus/Smoke(WP):
    1. Smokescreen: 60s
    2. WP Shell: 120s
    3. WP Barrage: 180s (*)

  • Aerial Support:
    1. Recon Plane: 90s
    2. Airplane Bomb: 150s

(*)There's been a suggestion to combine the two WP call-ins / ditch the barrage. (IMO: 90s for smoke and 150s for WP.)

Having such short cooldowns doesn't tend to have the call-in support used with some more thought, planning, coordination IMO.

Where as with Gas (240s), Sentry Arty (80s - 120s - 240s), and WP (120s & 240s): players do need to use them carefully, or else you end up having to wait another (potentially up to) 4 minutes.

P.S. Creeping Barrage could use a more pronounced creeping effect, so it could be used more as it was. (i.e. Shells landing in NML and creep across and over the section of the trench.) Thus better saved for attacks / counter-attacks by defenders. (This has been suggested already to a degree on the Balancing Doc, of course.)

Edit: P.P.S. The squad levels that unlock call-ins have been suggested to scale down some. (E.g. Sector Arty = lvl 33 and Creeping = lvl ~66) All the more reason to increase their cooldowns, IMO.

[Reference] Balancing Document: http://steamcommunity.com/app/242860/discussions/2/1692659769949543671/
Last edited by LV|Ironstorm767; Mar 10 @ 5:47pm
What are the things Jump-shooters tell people, who want jump-shooting to be removed?

I can say a kind of the same to players who do not know how to properly use artillery.

Just learn it, invest some hours in this game etc etc
Ecks Dee (Banned) Mar 9 @ 6:01pm 
Originally posted by Lilifee the cute fairy:
What are the things Jump-shooters tell people, who want jump-shooting to be removed?

I can say a kind of the same to players who do not know how to properly use artillery.

Just learn it, invest some hours in this game etc etc
Difference is arty is easy to do
XaRoS Mar 9 @ 10:08pm 
Originally posted by Lilifee the cute fairy:
What are the things Jump-shooters tell people, who want jump-shooting to be removed?

I can say a kind of the same to players who do not know how to properly use artillery.

Just learn it, invest some hours in this game etc etc

Did u even read the OP ? You r way out of subject.
and yes...spam arty needs to invest lots of hours to learn it...joke of the year!
To the OP, it is a co-op game, u need to stick with some ppl if u want to get that high lvl squads but if u want my advice learn to deal with arty scrubs...is not that hard and is always a big pleasure to make them <suffer> only with a rifle.Usually u can find those NCO's campin outside of the trench and u can spot them easy by their uniforms.
Originally posted by Ecks Dee:
Difference is arty is easy to do

No, it needs a lot of skill, timing, knowledge where the enemies are, which ways they use etc.

Needs a lot of experience, knowledge and skill.

Just look at the poor results some achive even with creeping barrage.
Last edited by Lilifee the cute fairy; Mar 10 @ 1:46am
Originally posted by XaRoS:
learn to deal with arty scrubs...is not that hard and is always a big pleasure to make them <suffer> only with a rifle.Usually u can find those NCO's campin outside of the trench and u can spot them easy by their uniforms.

Exactly, learn to deal with players who are masters in a certain role / functionality / exploit of this game.

Always remember, if I saw you, expect my artillery to strike you spot soon. ;-)
Last edited by Lilifee the cute fairy; Mar 10 @ 1:51am
XaRoS Mar 10 @ 4:38am 
Originally posted by Lilifee the cute fairy:
Originally posted by XaRoS:
learn to deal with arty scrubs...is not that hard and is always a big pleasure to make them <suffer> only with a rifle.Usually u can find those NCO's campin outside of the trench and u can spot them easy by their uniforms.

Exactly, learn to deal with players who are masters in a certain role / functionality / exploit of this game.

Always remember, if I saw you, expect my artillery to strike you spot soon. ;-)

Yeah..im sure...like last time that u get me once in a whole match
Originally posted by Lilifee the cute fairy:
Originally posted by Ecks Dee:
Difference is arty is easy to do

No, it needs a lot of skill, timing, knowledge where the enemies are, which ways they use etc.

Needs a lot of experience, knowledge and skill.

Just look at the poor results some achive even with creeping barrage.
I have to agree with the other who here, it’s not hard at all the get kills with arty or mortars in this game. All it takes is some simple map knowledge to know where the enemy likes to bunch up
Both sector artillery and creeping barrage have become standard features in public matches, so I doubt if any changes will happen to them in Verdun, but a few observations:

1. in private matches, some groups set levels low enough to eliminate both sector artillery and creeping barrage. setting squad levels has also been found to be useful for balance purposes.

2. some groups have been using friendly fire in private matches for over one year. it takes time to learn this and some accidents happen even while playing fair, but most of our players get used to the feature and even request it. i have heard that the developers have tried tests of friendly fire with both Verdun and Tannenberg but discovered problems which had no easy solution. i do wish that a limited version of friendly fire was re-tested using only artillery, or all explosions to include also grenades. this kind of friendly fire would not have abusers bayonetting team members in the back but would make proper placement of call-ins critical. one of the worst features of not having friendly fire during explosions is some NCO calling artillery upon his own contested trench because currently it damages only the enemy and possibly the NCO himself. sector artillery and creeping barrage with FF on requires a very skilled NCO or bad things happen. adding more skill to the game should not be a problem with even the veteran players.

3. i wish smoke was at some tier a call-in for all NCO types (give marines and pionieres mortars in addition to their smoke at some level for balance). i also wish that smoke was made a bit denser and quite a bit longer in duration.
Last edited by biggalloot; Mar 10 @ 6:47am
actually, i would prefer more types of call-ins and have the type used based upon cool-down times and the preference of the NCO. for examples:
1. probably most common would be smoke, because it was not only used in shells but some nations at various times in the war issued smoke grenades to soldiers. if the NCO wanted to use smoke, it should be available before any other option.
2. at least late in the war for some nations, rifle grenades were probably the most easily available indirect fire weapon for squads. instead of issuing rifle grenades to soldiers, one can in theory make it in a more abstract way some optional call-in by some nations' NCOs. i would make their blast effect only about as useful as typical grenades or much less powerful than mortars. and i would make them the most inaccurate of "artillery" call-ins. their advantage over hand grenades is their greater range. the clock for availability of rifle grenades should be slower than smoke, but faster than the clock for mortars.
3. small mortars were semi-mobile and took a team to move and set up, but many nations did include small mortars during an assualt. adding a small mortar team would be impractical but having it as an optional call-in for NCOs could be explored. i would have these with more blast effect than rifle grenades and only a bit more accurate, but less powerful and less accurate than current mortars. they would take more time to be available than smoke and rifle grenades.
4. all other call-ins should really be limited to land line phones, like the land line phones of Tannenberg of Verdun squad defense. These call-ins should take a long time for result to simulate the need for things like runners. they could include:
a. set in place mortars. about the same damage as presently the case for mortars with about the same accuracy. long cool-down
b. field guns like 75s, 77s, and 85s, with something like sector artillery affect. very long cool-down
c. heavier guns with something like creeping barrage affect. very, very long cool-down
d. gas
Last edited by biggalloot; Mar 11 @ 4:23am
Answer to all who thing using artillery (all levels, not only high level) sucsessfully is easy.

Just do it!
Originally posted by Lilifee the cute fairy:
Answer to all who thing using artillery (all levels, not only high level) sucsessfully is easy.

Just do it!
I have and it’s quite easy. For some reason people believe it’s so hard to use? Doesn’t make any sense since all you really need to be good with it is basically map knowledge. Sure once you have played for a long while it becomes way easier to use and that’s because you start memorizing where units tend to clump
Originally posted by biggalloot:
actually, i would prefer more types of call-ins and have the type used based upon cool-down times and the preference of the NCO. for examples:
1. probably most common would be smoke, because it was not only used in shells but some nations at various times in the war issued smoke grenades to soldiers. if the NCO wanted to use smoke, it should be available before any other option.
2. at least late in the war for some nations, rifle grenades were probably the most easily available indirect fire weapon for squads. instead of issuing rifle grenades to soldiers, one can in theory make it some call-in by some nations' NCOs. i would make their blast effect only about as useful as typical grenades, so much less powerful than mortars and i would make them inaccurate compared to other "artillery." their advantage over hand grenades is their greater range. the clock for availability of rifle grenades should be slower than smoke, but faster than the clock for mortars.
3. small mortars were semi-mobile and took a team to move and set up, but many nations did include small mortars during an assualt. i would have these with more blast effect than rifle grenades and only a bit more accurate. they would take time to be available.
4. all other call-ins should really be limited to land line phones, like the land line phones of Tannenberg of Verdun squad defense. These call-ins should take a long time for result to simulate the need for things like runners. they could include:
a. set in place mortars. about the same damage as presently the case for mortars with about the same accuracy. long cool-down
b. field guns like 75s, 77s, and 85s, with something like sector artillery affect. very long cool-down
c. heavier guns with something like creeping barrage affect. very, very long cool-down
d. gas
Your fantasies about rifle grenades has been shot down over and over and over and OVER again but YET you still try and get them added. If I didn’t know any better I’d say you are showing signs of insanity.

Now for most of everything you have said, no one wants a ww1 simulator! You people have Tannenberg for that ♥♥♥♥. Stop trying to make Verdun a simulator!

The only thing I can actually agree with is that the higher level arty does need a much longer cool down
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Verdun > General Discussions > Topic Details
Date Posted: Mar 9 @ 12:50pm
Posts: 27