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Arty and time of Visibility of vehicles sp...

OLWhittmann's Photo OLWhittmann Jul 05 2012

Hi,

I'm not a great fan of the artillery being a TD driver, however i do have to accept that they are part of the game.

The issue I have is that i belive the time that a vehicle is spotted for should be reduced significantly based on the damage characteristics of the artillery and especially the top tier and quick firing french arty.

The area of efect of these shells is large and if your not killed by a direct hit, generally your gun and the majority of your crew are very often wiped out. In a game this week the arty must have rolled that acurracy die pretty well as they killed 14 out of the 15 vehicles on our side trying to defend on the desert assault map.. the name of which slips my mind. This can of course  be atributed to the skill of the spotters and the static nature of the defenders, however, with reduced aiming times, loading times on the newer arty, being visiible for the time we are when spotted can cause horendous results as could be seen in this particular case.

Now this is a game and I understand fully that it should be as realistic as possible but never at the expence of game play. so my surgestions are:-

1. Reduce the length of time that a tank is exposed or shown on the aerial view map for.
2. Increase the length of time it takes for a tank that spots an opponent to pass on that information to the artilery, for example in reality to relay coordinates to artillery would normally take about 30 secs at the very fastest, that would then have to be given to the crew ,the peice adjusted and then fired to obtain some degree of accuracy, normally by that time a vehicle out of LOS of the arty may well have moved on..but that's probably to difficult to attain.
3. increace the length of time that a vehicle must be under observation for, before it is spotted, preventing spotting vehicles from just nosing over the brow of hills and dissapearing behind cover having lit up all  the opposition for the next 5 seconds or more.
4. Apply the visibility rule that attacking tanks have when they cannot be seen when a vehicle is not looking directly at them until their withim 30m or so. Ie if a tank peeks it can only see what the barrel of the gun is looking at or it's cone of visibility.

It's a difficult one this, but really worth examining, if we reduce the amount of time vehicles are exposed for it will definately  improve the percieved inbalance on some of the assault maps, vehicles staying in the same place will of course do so at their own  peril, but we need to come up with a method that evens this out.

Either that or provide some shelter from over head arty, like building s you can drive into that can be demolished by arty  but also provide a little cover as well for  tanks and td's, placing of these would need to be exmined carefully.

Just some thoughts... :)
Edited by OLWhittmann, Jul 05 2012 - 02:19.
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Mydragonsfly's Photo Mydragonsfly Jul 05 2012

View PostOLWhittmann, on Jul 05 2012 - 02:13, said:

I'm not a great fan of the artillery being a TD driver, however i do have to accept that they are part of the game.

Being a big fan of arty and haveing heard endless rage about arty it takes a spoonfull of courage to say that sort of thing in public.. You have just earned a little bit more respect from me...


View PostOLWhittmann, on Jul 05 2012 - 02:13, said:

Either that or provide some shelter from over head arty, like building s you can drive under that can e demolished by arty  but also provide a little cover as well for  tanks and td's

I would very much support this idea. Maybe digging a hole in the side of a mountain like what you see on the map mountain pass I think.. As for buildings, maybe a horse stable?

As for changing up the spotting mechanics thats just all too much for a simple minded person like myself to talk about so I'll have to just leave it at that.
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