Reduce range of HEAT shells for artillery
Twan
Feb 12 2013
Hi all
I thought it might be a good idea to reduce the range of artillery HEAT shells, and keep them for self defense.
It just doesn't really make any sense that an SPG (or battery of SPGs, which is what one SPG in this game supposedly represents) could get a direct hit (more or less reliably) with a single HEAT shell at maximum range. Keep them for perhaps medium to close range, direct fire, whatever.
Please don't discuss any other problems with SPGs in this thread
Edited by Twan, Feb 12 2013 - 15:34.
I thought it might be a good idea to reduce the range of artillery HEAT shells, and keep them for self defense.
It just doesn't really make any sense that an SPG (or battery of SPGs, which is what one SPG in this game supposedly represents) could get a direct hit (more or less reliably) with a single HEAT shell at maximum range. Keep them for perhaps medium to close range, direct fire, whatever.
Please don't discuss any other problems with SPGs in this thread
Edited by Twan, Feb 12 2013 - 15:34.
ToBe998
Feb 12 2013
Ok, i'm trying not to go for the usual pro/anty arty discussion.
But I dont think there is a problem. The usual hit stats of your arty will show you that there are only a very low number of direct hits. So, if you restrict arty to using AP shells for anything safe self-defence, you are reducing it's damage potential to a tiny fraction of every other tank. Even if you think arty does to much dmg (which I clearly dont) the effective reduction would be far more than even you would like, i guess. Think about a damaging hit every 5-8 shot. And we're not even telling what damage we will do when we finally hit.
The second issue is, that self-defense is a near impossible thing on nearly all arty. It's very low accuracy, low reload and non-existant armor compared to others makes direct combat near impossible. So HEAT would not make a difference there. If you have to, your dead anyways, HEAT or no HEAT. Btw, most arty use AP when doing defense, makes much more sense.
But I dont think there is a problem. The usual hit stats of your arty will show you that there are only a very low number of direct hits. So, if you restrict arty to using AP shells for anything safe self-defence, you are reducing it's damage potential to a tiny fraction of every other tank. Even if you think arty does to much dmg (which I clearly dont) the effective reduction would be far more than even you would like, i guess. Think about a damaging hit every 5-8 shot. And we're not even telling what damage we will do when we finally hit.
The second issue is, that self-defense is a near impossible thing on nearly all arty. It's very low accuracy, low reload and non-existant armor compared to others makes direct combat near impossible. So HEAT would not make a difference there. If you have to, your dead anyways, HEAT or no HEAT. Btw, most arty use AP when doing defense, makes much more sense.
Twan
Feb 12 2013
ToBe998, on Feb 12 2013 - 15:41, said:
The second issue is, that self-defense is a near impossible thing on nearly all arty. It's very low accuracy, low reload and non-existant armor compared to others makes direct combat near impossible. So HEAT would not make a difference there.
Increase accuracy with HEAT rounds loaded, reduce load times a bit, slightly reduce dispersion, whatever
WarPaint
Feb 12 2013
Twan, on Feb 12 2013 - 15:33, said:
Hi all
I thought it might be a good idea to reduce the range of artillery HEAT shells, and keep them for self defense.
It just doesn't really make any sense that an SPG (or battery of SPGs, which is what one SPG in this game supposedly represents) could get a direct hit (more or less reliably) with a single HEAT shell at maximum range. Keep them for perhaps medium to close range, direct fire, whatever.
I thought it might be a good idea to reduce the range of artillery HEAT shells, and keep them for self defense.
It just doesn't really make any sense that an SPG (or battery of SPGs, which is what one SPG in this game supposedly represents) could get a direct hit (more or less reliably) with a single HEAT shell at maximum range. Keep them for perhaps medium to close range, direct fire, whatever.
Do you also propose to cut the reload time for "self defense" shells in half? Besides only a noob loitering is going to be hit (more or less reliably) by an arty shell.
Twan
Feb 12 2013
WarPaint, on Feb 12 2013 - 16:00, said:
Do you also propose to cut the reload time for "self defense" shells in half? Besides only a noob loitering is going to be hit (more or less reliably) by an arty shell.
It just makes no sense, what it basically represents is an entire battery (1 SPG in game) firing HEAT shells hoping for a direct hit
I don't know, but leave standard and special High Explosive shells alone (save that for another thread)
RRR3
Feb 12 2013
Tpaktop2_1
Feb 12 2013
OP i don't think you understand the application for the use of HEAT. Using HEAT rounds, range is not a factor. The pen will be constant at short or long range. But being accurate in getting the hit? Who knows?
Personally to me, the use of HEAT rounds by arty is not economically efficient. As a SPG you may carry one “Hail Mary” AP round, but all the rest should be HE.
Edited by Tpaktop2_1, Feb 12 2013 - 16:27.
Personally to me, the use of HEAT rounds by arty is not economically efficient. As a SPG you may carry one “Hail Mary” AP round, but all the rest should be HE.
Edited by Tpaktop2_1, Feb 12 2013 - 16:27.
fart01
Feb 12 2013
NO NO NO NO NO NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! endless you give arty armor and more hp points and cut down reloading time and raise the penetration on thous shells NO NO NO!!!! plus the pay for using thous rounds and for close combat its what ever is in my gun at that time because arty most of them take to long to reload yes the tier 2 arty with gold rounds are over powered so no and if you look is at the damage its lower then reg he rounds so
NO!!!!!!!
NO!!!!!!!
minim8greyhound
Feb 12 2013
You guys are hilarious,
First you all whine and complain about how "OP" artillery is and you give them a big nerf, now you guys keep posting threads like these. You people are the ones that lack skill. Learn how to play against artillery, you know....take cover....avoid being spotted....move when you are spotted?
This is a BAD idea, I only keep 1 HEAT shell in my SPG's for a final close up stand. Even in these scenarios I rarely use my HEAT shells, because they bounce far too much....
For pete's sake you are talking about nerfing premium ammo! some people actually pay gold for that round!
First you all whine and complain about how "OP" artillery is and you give them a big nerf, now you guys keep posting threads like these. You people are the ones that lack skill. Learn how to play against artillery, you know....take cover....avoid being spotted....move when you are spotted?
This is a BAD idea, I only keep 1 HEAT shell in my SPG's for a final close up stand. Even in these scenarios I rarely use my HEAT shells, because they bounce far too much....
For pete's sake you are talking about nerfing premium ammo! some people actually pay gold for that round!
Twan
Feb 12 2013
Tpaktop2_1, on Feb 12 2013 - 16:25, said:
OP i don't think you understand the application for the use of HEAT. Using HEAT rounds, range is not a factor. The pen will be constant at short or long range. But being accurate in getting the hit? Who knows?
That's the reason, it makes no sense that a battery of SPGs in real life would fire volleys of HEAT shells to get a direct hit on a tank beyond visual range.
Edited by Twan, Feb 12 2013 - 16:59.
ToBe998
Feb 12 2013
Now it sounds like you want Arty transformed into a heavy. Why would one want that?
Higher reload, better ammo and traverse, better aim ... where's the difference then?
Higher reload, better ammo and traverse, better aim ... where's the difference then?


