Amount of artillerystrikes/area of impact

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Sturmklinge

FNG / Fresh Meat
There are maps where no minute is left without an artillerystrike. Don't remember the name.. the push map with the trenches.. There are way to many strikes on this map. I played this map without a minute where no strike (german or sovjet) hits the ground, so all the time blury, blury, blury. :( The map would be more funny with greatly reduced artillery.

Would be nice to reduce the amount of strikes on some maps, so it has to be used more tactical.

Also: Is there a chance to increase the area of the artillerystrike? Atm it's a instakiller for any unlucky tank. Direct hits are way to often (imo). I called artillery on a tank yesterday and this unlucky guy was killed by the first shell. I counted more then 6 or 7 direct(!) hits on the wreck. Would be reduced by more spreading the shells and be more realistic. Artillery should suppress the enemy not be the ultimate tankkiller.
 

MkH^

FNG / Fresh Meat
Mar 11, 2006
500
0
0
Finland
Actually I think most tank casualties were caused artillery. However, heavy tanks should not take damage from indirect hits, except for tracks and such. I think it adds a lot the atmosphere in Basovka, especially since it's not at all frustrating because you rarely get killed because of the trenches.

In my opinion it's just fine.
 

Sturmklinge

FNG / Fresh Meat
I don't think artillery was the main tankkiller in ww2. At least I read in several books about pzIV-platoons (and similar medium tanks) spreading around a nearby field when they hear the incomming grenades and/or after the first impacts. They had only rare direct hits. Some damage to tracks and stuff yeah, but only rare direct hits. As I stated, artillery was not really used to KILL a enemy, it was used to suppress and demoralise the enemy or to prevent him to advance on a specific route.

In RO:O artillery is (imo) way to accurate. Come on... 8 direct hits to one single tank is way to much. Direct hits should be lucky hits, not the standard situation.

Atm you really don't need at-guns ingame, you have artillery... Hide somewhere, equip your binoculars, wait until enemy tank stops for a moment, mark him with binoculars, mate on radio calls artillery and a few seconds later that tank is a burning wreck. That's just stupid, it's the uber-antitankweapon and you have loads of strikes on most maps.

So please:

1) check the amount of strikes on each map again
2) reduce accurary of artillery, make the shells spread on a larger area
3) maybe increase time from calling the artillery to first impact (not sure about this)

:eek:
 

MkH^

FNG / Fresh Meat
Mar 11, 2006
500
0
0
Finland
Well, it takes around 20 seconds for the artillery to actually hit the designated target after it's called, so before the barrage strikes, the tank could be hundreds of meters away already. I agree though it should be more spread out. It really takes great timing or very unlucky tank. You can also hear the shells whistle for maybe a second, so there's still little time to get the tank moving.
 

Dwarden

FNG / Fresh Meat
Nov 23, 2005
205
29
0
well i suggest to define delay between new call by distance from latest position of target area (higher distance then it takes, some more seconds to adjust so in end you end between 20-30 sec for example) ...
 

elyK

FNG / Fresh Meat
Mar 12, 2006
31
0
0
The artillery in Basovka is fine. If you have a team member working with you over at the peninsula calling arty strikes, then all of those 12 arty strieks won't be on the bridge. I find that on some maps artillery is VERY VERY VERY accurate, its almost useless because the enemy can see where it lands and they just walk around it! It is only good for hitting an idle tank or a sniper on a ridge.
 

Hyperion2010

FNG / Fresh Meat
Nov 22, 2005
2,560
1
0
34
NC
(elyK mean Brarshka, silly russian names :p) But on basovka you have to remember that both sides would have had lots of shiny new artillery ready to pound the hell out of wherever their troops needed it. Sure, the blur is annoying, but if you get blur constantly you are doing something wrong. No soldier in his right mind would run though his own side's arty to advance to an objective, you shouldnt either.
 

Chaoz

FNG / Fresh Meat
Mar 14, 2006
3
0
0
My major gripe w/ artillery are the teamates who think theyre invincible. I can call in an arty strike and kill several EI and ETs with that barrage but there's this 1 guy that decides, "I can rush through this w/o a scratch." Mind you I've said, "Artillery, Take Cover!" 3-5 times, and even before I call in arty, I say, "Team, Im calling in artillery, look at your maps for the location of where its coming down and take cover." But, nope some m*ron decides hes invincible and runs right into it, and its not like I called arty on top of em, theyre several 100 feet away.

On topic, I think artillery could use some reduction, for each strike you get maybe 3-5 barrages. But like someone else said it does take artillery some time to come, so in between barrages you should have enough time to find some cover.
 

-G!4c0mo

FNG / Fresh Meat
Feb 13, 2006
104
0
0
42
Milan, Italy
Chaoz said:
My major gripe w/ artillery are the teamates who think theyre invincible. I can call in an arty strike and kill several EI and ETs with that barrage but there's this 1 guy that decides, "I can rush through this w/o a scratch." Mind you I've said, "Artillery, Take Cover!" 3-5 times, and even before I call in arty, I say, "Team, Im calling in artillery, look at your maps for the location of where its coming down and take cover." But, nope some m*ron decides hes invincible and runs right into it, and its not like I called arty on top of em, theyre several 100 feet away.

On topic, I think artillery could use some reduction, for each strike you get maybe 3-5 barrages. But like someone else said it does take artillery some time to come, so in between barrages you should have enough time to find some cover.
I've recently played Konigsplatz... on every arty call there are 7 barrages? I wiped out an enemy squad, a tank, and half of my team....they kept pushing into the artillery target range. Is there a way to stop the artillery?
 

Innociv

FNG / Fresh Meat
Jan 28, 2006
1,041
21
0
I don't think there should be elss aritllery strikes, but less waves for each strike.
Just on konig and basovak, though, I think.
 

SiC-Disaster

FNG / Fresh Meat
Dec 16, 2005
4,890
679
0
35
Netherlands
www.tangodown.nl
well, maybe the accuracy should be altered, yeah, i usually walk around it when i see it, like in basovka, it fell at the entrance at russian side ( i was rus ) i timed the barrages though, once 1 stopped, i ran through and into the building and then the new barrage began, and no one thought i could be in there and sniped quite a lot of ppl ^^
but the amount should not be reduced, this game, for me, is a sim, and even though it might not be fair sometimes, hey, who said war was?
this game should be a reminder war is hell and sucks ass ^^ get into it ^^