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2 artillery per match each side max


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AZandEL #21 Posted Jan 12 2019 - 05:25

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View Posttoshiomagic, on Jan 08 2019 - 03:32, said:

Have any of the devs or any employees at wargaming at all ever played in a match with 3 artillery on both sides? It is absolute cancer. You basically have to camp the entire match. Make it 2 max. If you're feeling like you want to actually improve the game. Make it one per side, or remove artillery from the game altogether.

 

Almost everyone agrees two arty max per game. If you do allow three then ffs preclude them being in same platoon - 3 arty coordinating on teamspeak/discord can just rek

FineousOrlon #22 Posted Jan 12 2019 - 10:29

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View Posttoshiomagic, on Jan 08 2019 - 04:32, said:

Have any of the devs or any employees at wargaming at all ever played in a match with 3 artillery on both sides? It is absolute cancer. You basically have to camp the entire match. Make it 2 max. If you're feeling like you want to actually improve the game. Make it one per side, or remove artillery from the game altogether.

 

 

Do you know what cancer is?  It has NOTHING to do with a voluntary game of duration 3 to 15 minutes.

 

Nothing.

 

On a side note, there are other, more successful ways to deal with the enemy having arty.

 

 

View PostP0NYTANK, on Jan 08 2019 - 08:45, said:

0 SPG's per match it's a perfect number! :B

 

... to kill the game. Imagine all the people that have put real money into the game, for gold and free experience conversion, for tanks, crews and retraining them, and reskilling them, and equipment dismounting, and for premium shells/ consumables [by gold in days of old, and premium time [for better credits] and credit conversion now], premium tanks to train and maintain credit flow, and premium time [generally].

 

Now take those people off the server, the population AND the money.  Remember, older people with money play a fair bit of arty....

 

View PostAZandEL, on Jan 12 2019 - 05:25, said:

 

Almost everyone agrees two arty max per game. If you do allow three then ffs preclude them being in same platoon - 3 arty coordinating on teamspeak/discord can just rek

 

No, "Almost everyone agrees two arty max per game," is not a generally held belief/ preference.  What proof do you have of this?

 

Also, arty can only platoon with non-arty.


Edited by FineousOrlon, Jan 12 2019 - 10:30.


DerJager #23 Posted Jan 15 2019 - 07:31

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I play artillery and I think if you don't support artty caps, you're an absolute moron, or fundamentally misundstand how this game works.

 

It disincentivizes being the first to do anything, largely because of their idiot accuracy and spotting mechanics means if you're going first, you're the one that's unprepared to fire. Adding to that is artillery, especially with their map design.

 

 

Its either urban and artillery is mostly irrelevant, or it's a few open spots to brawl in, where if you stop hugging the walls, you get gangbanged by artillery in high number matches.

 

Artillery is, properly, used to get rid of problem tanks, like a hull-down IS-7 (any older players know exactly what I'm talking about.).

 

But when everyone is funneled into 3 zones (gotta discourage flanking or those noob-friendly Russian tanks might not perform so well), it turns into the "don't do anything" machine three-billion.

 

 

Arty fixes should be to make them have insanely higher alpha (think 183mm firing HESH type bad), but much longer aim times (like 10-12 seconds bad) and ROF nerfs to keep them sub 1500 DPM.

 

 

Assuming a good player gets lucky and enemies line up for every shot, and hits every shot with a T92, then that T92 should end the match with 6 kills, and be 1 minute into a 2 minute reload.

 

 

It should be drastically, unimaginably punishing for the stupid and the slow. But should effectively be a non-factor for medium tanks unless they get unlucky. 



nuclearguy931 #24 Posted Jan 15 2019 - 07:48

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Just remove the cap and let the players decide how many get into battle.




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