The Artillery Talk
Posted: 16 Jul 2017, 21:50
Its my first topic during the last year or two i think.
Much has been changed as i could see. But others have not. And so the discussions about artillery, artillery abuse, adding/removing arty, what docs shall have arty at all are still in place.
In the recent weeks i discoverd one specific "thing" that is in the room since i started playing BK mod.
And thats the Rocket artillery.
Just as it has been years ago, the problem with rocket arty is till the same. It comes very early, is cheaper as a normal mortar unit (not to mention mortar HT) and its kind of abused nonstop with "wildfire" in all directions. Simply straight "in enemie direction", "over there" in the fog of war. You will hit something for sure.
You might think now: Whats the problem, he isnt really killing a unit anway. But this is the worse thing. They just keep coming flying quite deep into your territory and crippling something there, damage something there and whatever. The result is that no unit is lost, but nothing is left combat ready. Means repairs there, reinforce there etc etc.
And after a while there comes the lucky rocket that hits right into your retreat spawn.
And this kind of gameplay is nasty as fuck. Esspecially when there are multiple players doing this.
The next prob is, the only way to avoid it is too keep the enemie busy, forcing him to keep moving and replace losses. But that also puts huge pressure on players. When you take more than 3-4 mins to plan your next assault or step you can smell it "Rockets are coming". There is no brain, no thought, no idea, no tactic behind it. The strategy is: "Keep shooting so he wont ever get ready for an well planned an attack. psychological warfare as well.
So ahead of my suggestion heres some data you can play with.
Firing range of units:
Basic howitzer:
225
Wespe SPG:
200
Wespe SPG with long range rounds:
250
Wespe with airburst:
200
Nebelwerfer:
200
Walking Stuka:
175
Maultier:
150 (if i checked correctly)
Calliope:
150
If you see such data it becomes obvious why rocket arty is used the way it is. It basically a range comparable to howitzers. Just it costs no CP and is much cheaper.
The Maultier and Calliope seem to be a bit more "sane" and serving a more accurate purpose.
However my Suggestion is:
1. Cut the Range of Rocket artillery. Maximun should be 150 range.
2. Add appriopriate cooldowns.
Rocket artillery main purpose is the prepare/support and push assaults, not mindless shooting from afar straight into spawns like howitzers do. In fact they are more devestating in doing so due to the quick strike session.
In order to use them the players should plan well ahead. Sufficient reconassaince and smart unit positioning before using it, always close to frontlines. Furthermore no more spawn shots from far distance. If he wants to, he must take the risk of losing it to a quick counter strike.
So far i would say that all sorts of walking stuka should have a max range of 135. Thus staying close behind assault forces and armor.
Nebelwerfer maximum range to 150. The set up time might be removed in return.
Thx for your attention.
Much has been changed as i could see. But others have not. And so the discussions about artillery, artillery abuse, adding/removing arty, what docs shall have arty at all are still in place.
In the recent weeks i discoverd one specific "thing" that is in the room since i started playing BK mod.
And thats the Rocket artillery.
Just as it has been years ago, the problem with rocket arty is till the same. It comes very early, is cheaper as a normal mortar unit (not to mention mortar HT) and its kind of abused nonstop with "wildfire" in all directions. Simply straight "in enemie direction", "over there" in the fog of war. You will hit something for sure.
You might think now: Whats the problem, he isnt really killing a unit anway. But this is the worse thing. They just keep coming flying quite deep into your territory and crippling something there, damage something there and whatever. The result is that no unit is lost, but nothing is left combat ready. Means repairs there, reinforce there etc etc.
And after a while there comes the lucky rocket that hits right into your retreat spawn.
And this kind of gameplay is nasty as fuck. Esspecially when there are multiple players doing this.
The next prob is, the only way to avoid it is too keep the enemie busy, forcing him to keep moving and replace losses. But that also puts huge pressure on players. When you take more than 3-4 mins to plan your next assault or step you can smell it "Rockets are coming". There is no brain, no thought, no idea, no tactic behind it. The strategy is: "Keep shooting so he wont ever get ready for an well planned an attack. psychological warfare as well.
So ahead of my suggestion heres some data you can play with.
Firing range of units:
Basic howitzer:
225
Wespe SPG:
200
Wespe SPG with long range rounds:
250
Wespe with airburst:
200
Nebelwerfer:
200
Walking Stuka:
175
Maultier:
150 (if i checked correctly)
Calliope:
150
If you see such data it becomes obvious why rocket arty is used the way it is. It basically a range comparable to howitzers. Just it costs no CP and is much cheaper.
The Maultier and Calliope seem to be a bit more "sane" and serving a more accurate purpose.
However my Suggestion is:
1. Cut the Range of Rocket artillery. Maximun should be 150 range.
2. Add appriopriate cooldowns.
Rocket artillery main purpose is the prepare/support and push assaults, not mindless shooting from afar straight into spawns like howitzers do. In fact they are more devestating in doing so due to the quick strike session.
In order to use them the players should plan well ahead. Sufficient reconassaince and smart unit positioning before using it, always close to frontlines. Furthermore no more spawn shots from far distance. If he wants to, he must take the risk of losing it to a quick counter strike.
So far i would say that all sorts of walking stuka should have a max range of 135. Thus staying close behind assault forces and armor.
Nebelwerfer maximum range to 150. The set up time might be removed in return.
Thx for your attention.