RS Differences between Arty strike options

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Ziltoid

FNG / Fresh Meat
Nov 25, 2011
3
0
0
So just asking differences between Mortar, Artillery and Naval options.

It seems they go from lighter with faster recharge to heavier with longer recharge, but would like to know more specific times if someone has taken up those times. From what ive seen myself mortar seems to be around 3min recharge and naval was like 6 minutes or something long like that, so i guess normal artillery is inbetween of these two?

That scouting plane is really nice touch for making these more useful by the way.

Like to grab commander spot myself as it makes me feel lot more committed and responsible about battle outcome, not to mention how fun it is to banzai charge with katana as japanese while others join in. But would help over which of these to pick in different situations by knowing more accurately details of recharges and their overall effects.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
Mortar, Artillery and Naval are similar to RO2's Mortar, Artillery and Rocket attacks.

Mortars have the least amount of blast radius per impact, more volleys and a smaller radius of attack.

Artillery has a wider attack radius, larger blast radius per impact, but less volleys.

Naval / Rockets have one volley, the largest attack radius, the biggest blast radius per impact and has the ability to kill people under cover. While a target can hide in a hut or bunker and be protected from mortar or arty strikes.... Rockets/Naval attacks can kill them within, and is a good weapon for clearing out an objective for your team to quickly capture.

I prefer Naval/Rockets due to the above, and because it's only one volley, you can have your team quickly rush in and capture the objective before the enemy can respawn and rush back.

I find with Mortars and Arty, the multiple volleys keeps everybody out of the area, thus you're waiting around for them to finish while the enemy is doing the same and you're right back to square one..... actually, since you can still have enemies in the objective under cover, you could still be facing heavy resistance.

Mortars and Arty is good for targeting behind objectives to cut off reinforcements, while a naval/rocket barrage can decimate the enemy in one swoop when aimed directly at the objective.

It has a longer cool down timer, but I'm fine with that as we usually quickly capture the bombed objective, and by the time we're running for the next objective, the enemy goes "Oh Crap, get to the other objective" and still are not setup properly.... getting shot in the back and that objective is quickly captured as well....

.... by the time you get to the third objective, the cool down is done and you can rocket/naval that one.

Rinse and repeat.
 

b0sco

FNG / Fresh Meat
Aug 16, 2011
270
61
0
On a related note, I wish there was the option to call in smoke rounds as TL. Wall of smoke. Like there is in the first minutes of Iwo Jima.
 

ColdAs1c3

FNG / Fresh Meat
Apr 27, 2013
217
0
0
On a related note, I wish there was the option to call in smoke rounds as TL. Wall of smoke. Like there is in the first minutes of Iwo Jima.

You should make a new post for this. Myself and others have suggested the same thing among ourselves.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
I was under the impression artillery lasted longer (with bigger gaps between volleys). Have I been wrong this whole time?

I usually prefer to use mortars when attacking, as you can keep up the momentum with the shorter cool-down period. I do like rockets on the last objective at Red October Factory to clear out the place for a final push.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
I was under the impression artillery lasted longer (with bigger gaps between volleys). Have I been wrong this whole time?

I usually prefer to use mortars when attacking, as you can keep up the momentum with the shorter cool-down period. I do like rockets on the last objective at Red October Factory to clear out the place for a final push.

Rockets are great on Mamayev.... rocket first objective, take it.... push the second objective, take it before they setup a proper defence..... rocket the large bunker objective, take it.... capture the reserve trenches before they setup.... rocket the final objective.... take it.

Very quick way of taking the map for the Germans.

By the way, I made this yesterday:
Mortars, Artillery, Naval Strike, Rockets and You:
http://steamcommunity.com/sharedfiles/filedetails/?id=150623921
 
Last edited:

Nobex

FNG / Fresh Meat
Apr 22, 2013
328
0
0
Ok

Ok

The other guys said teh difference i tell when you should use them and where.

Arty is behind objective mostly to kill reinfrocrments

Mortar is quick and good to lear an area or on some maps as teh smae as arty.

Naval barrage is to clear an area when you have a well cordinated team so you can take abjective right after volley:IS2: