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I am not, I make an effort to get around the artillery or use trenches for their added protection from Arty to get to where I'm going. The point is, Arty will cover 50-60% of the battlefield that is taking place, and can run for hours. This is paired with vehicles covering another 20-30% of the battlefield and there is very little true infantry play to be had.
Arty has a point, however it is still a videogame, and needs to be adjusted. If Argenti were 1 hit kills, and everyone could carry 200 grenades on them, I would also call for adjustments to be honest.
At the very least an adjustment on splash to infantry. I would agree that infantry should take less damage from Arty unless directly hit, but vehicles and structures should take more damage from Arty. To add to this, I would slash Arty range by 25% while increasing costs from platform to ammo by 25%-50%.
I had my share of arty operations and it was always a team effort.
Spending days just farming and building arty and ammo.
All to spend everything within 1 - 2 hour of shelling.
Arty is sadly is the only way to push an entrenched front.
Aside from entire tank units working together.
The entire infantry meat griender, where everything goes back and forth for the same piece of land is also not fun.
Arty as it is now is needed.
I do agree that they should change it a bit.
Increase the Radious but change the damage.
Direkt hit and near hit are insta death.
Otherwise damage and bleeding depending on how close you are.
Cost should stay the same. Logi is tedious enough.
I do think its kind of lame but i love the cinematics. I hope aircraft dont make the bombings even worse.
Then combine that with the fact that arty is the only class that can be on the offensive while completely defended by passive AI, whereas every other class has to take risks to push. The problem ends up being that arty spam is too ubiquitous and without any counter except counter arty, since it can hide from every other class behind AI.
Artillery is *meant* to be brutal, just like in a real war.
That said, the invention of factories and the massively increased ways to get sulfur has meant artillery shells, particularly 120mm, are basically free so people can and do shoot them for hours. The game was never designed for artillery shells to be so plentiful, and that makes the current balance between attacker and defenders entirely broken in the attackers' favor, especially when a Destroyer gets under the 100m minimum range of warden land artillery and laughs as it obliterates everything without return fire. SO yeah, if arty feels off, it is because the design changes along the way have made it absolutely bonkers.
You also used to move them only by boxes, so 15 boxes of 5 rounds in a truck, rather than a flatbed pallet of 120 rounds. So they are not only cheaper to make, but far far easier to move to the gunline. Good for artillerymen, very bad for everyone else.
To start with, the Devs should probably increase the cost of artillery shells by x10. They would still be everywhere, but maybe not quite so stupid as now.
Artillery favors the side with more players, and in this war, that is the Colonials.
Also there are stupid "invasion mechanics" that permit more players for the attackers, which means that no, the defender cannot match an attackers' artillery.
To be blunt, the devs have added mechanics over the years that have made the game worse. I would play "Classic Foxhole" in a blink, because as much as I enjoy factories and ships, things that were once rare and valuable are not, now it is simply "who has more players". And this war, that's green, so it is no longer Skill v Skill, Grit v Grit. It's just spam the tremolas, hydras, aligators, or artillery. No skill required for pretty much everyone involved, hell there are even artillery calculator apps to give you the range and bearing.