New Patch, old Stories- A little feedback about artillery and other things
Posted: 17 Apr 2018, 14:59
Alright and hello All-together. I managed to get a few more games and a the first two more intense games against more known players. (Before i played with a mates acc in order not to get thrown into always same games with same player names).
As much as we can praise the latest 5.14 patch (and 5.13) with all its improvments (i like many of them), a lot of things remain the very same over years (and perhaps centuries).
The 2 vs 2 feeling has improved by a lot. Esspecially US are competetive and their units more fun to use. In particular their infantry combat is far more enjoyable but still requires some sort of skill. But at least you dont get overruned just like that anymore by hordes of stg equiped infantry.
The shermans are also more fun to use. I used shermans (76) as infantry doctrine sometimes. Not their firepower but their armor. Last evening i played a 2 vs 2 with a mate in his first 5.14 game. The first thing he said (in german): "The shermans feel like they have got some armor".
But all that fun in 2 vs 2 is bc the artillery is usually far less due to natural res limitations.
But if you scale up into 3 vs 3 and 4 vs 4 it all keeps the same bullshit:
Artillery as super tool.
Everything and in particular tanks are dying all time to artillery.
In a 3 vs 3, after like 20-30 mins of playing, the game turned again into pure arty bombardment. Wherever we placed our tanks, our shermans, M10´s and jacksons, they all got shot by arty basically. And The best counter to Axis that spam Stugs and Hetzers? Oh wonder, artillery.
In matches with less experienced axis players that was less the case. As long as these guys went for tigers the overall game was a lot more based on real combat. With units vs units. Thats bc they spend less ressources for large defenses. However, the tanks then died to arty quite often as well.
But in more common situations with more experienced players there is simply no more rush for tigers and panthers. The current Meta is to rush for vehicles with 20 mm gun, 50 mm AT and mortar. The Hetzer, far in the past never considered to build, today the most spammed unit along with stugs are causing the ultimate lock down.
Allies start using artillery against these tanks. US in particualar have trouble dealing with a combination of cheap Puma type vehicles, stugs, hetzers and mortar. Infantry with zooks cant rush it just like that and even if, they will never score a kill. And guns are unreliable afterall.
So axis started defending and thus their rather small offensives get repelled by Allis that also stuck in the defensive, allis come with arty, axis come with arty, too. Axis have more of it and everything is frutstrating.
I mean when you lose three units within 5 seconds at different spots of the map by random artillery salvos.... When you have no time to even prepare an attack bc once a unit is repaired/reinforced/healed, another one gets hit again. There is no damn second you get not hit by hit.
So going more into the detail:
1. Fix artillery. Just Fix it. Tanks main death cause is artillery. It has been like that for years and its one thing that ruins BK basically.
- Tanks, all of them, should receive less damage from arty shells that striking near it. Dont make them all blowing up instant by near hits. Direct hits can afterall deal nice damage. I know its possible to make direct hits causing decent damage while near hits cause more crits on tanks rather than blowing them up outright. You see more tanks dying to artillery rather than seeing tanks getting some crits from artillery.
. Same for Bomb drops. Increase damage in the explosion center, reduce the AoE effectivenss vs tanks with help of the TT. Perhaps stunning effects are possible as well. Better than seeing all tanks dying outright.
2. That sounds like irony but US static howitzers are usless. Damage etc is fine. Just they have nothing to compete with any other arty. Even TH doc can counter them easily with hotchkiss and fields on the long term more destructive artillery power.
Static howitzers do need something to compensate. At least their range advantage over ordinary rocket artillery should be large enough to be not countered by those all day long with ease.
3. Now something not artillery related stuff. The Allied TD´s ambush mode must be deactivated manually. Thats very citical bc you have to run if the first shot didnt kill the target. The armor is paper thin. I dont ask for an automatic activation of flank speed after ambush. Just ambush mode should be disabled so that you can move your tank more easily away. I lost multiple TD´s to such causes. Every second matters and deactivating this ability manually is the second that makes your td dying.
4. Flanking targets must become generally more rewarding. Not that a stuart shall pen a tigers rear easily. But tanks like churchills, KT, Jagdtiger, Elephant and Panthers are only dying to artillery and planes.
And shermans die to arty not bc there is no other way to stop them, they die accidentially by shells landing in their proximity.
As much as we can praise the latest 5.14 patch (and 5.13) with all its improvments (i like many of them), a lot of things remain the very same over years (and perhaps centuries).
The 2 vs 2 feeling has improved by a lot. Esspecially US are competetive and their units more fun to use. In particular their infantry combat is far more enjoyable but still requires some sort of skill. But at least you dont get overruned just like that anymore by hordes of stg equiped infantry.
The shermans are also more fun to use. I used shermans (76) as infantry doctrine sometimes. Not their firepower but their armor. Last evening i played a 2 vs 2 with a mate in his first 5.14 game. The first thing he said (in german): "The shermans feel like they have got some armor".
But all that fun in 2 vs 2 is bc the artillery is usually far less due to natural res limitations.
But if you scale up into 3 vs 3 and 4 vs 4 it all keeps the same bullshit:
Artillery as super tool.
Everything and in particular tanks are dying all time to artillery.
In a 3 vs 3, after like 20-30 mins of playing, the game turned again into pure arty bombardment. Wherever we placed our tanks, our shermans, M10´s and jacksons, they all got shot by arty basically. And The best counter to Axis that spam Stugs and Hetzers? Oh wonder, artillery.
In matches with less experienced axis players that was less the case. As long as these guys went for tigers the overall game was a lot more based on real combat. With units vs units. Thats bc they spend less ressources for large defenses. However, the tanks then died to arty quite often as well.
But in more common situations with more experienced players there is simply no more rush for tigers and panthers. The current Meta is to rush for vehicles with 20 mm gun, 50 mm AT and mortar. The Hetzer, far in the past never considered to build, today the most spammed unit along with stugs are causing the ultimate lock down.
Allies start using artillery against these tanks. US in particualar have trouble dealing with a combination of cheap Puma type vehicles, stugs, hetzers and mortar. Infantry with zooks cant rush it just like that and even if, they will never score a kill. And guns are unreliable afterall.
So axis started defending and thus their rather small offensives get repelled by Allis that also stuck in the defensive, allis come with arty, axis come with arty, too. Axis have more of it and everything is frutstrating.
I mean when you lose three units within 5 seconds at different spots of the map by random artillery salvos.... When you have no time to even prepare an attack bc once a unit is repaired/reinforced/healed, another one gets hit again. There is no damn second you get not hit by hit.
So going more into the detail:
1. Fix artillery. Just Fix it. Tanks main death cause is artillery. It has been like that for years and its one thing that ruins BK basically.
- Tanks, all of them, should receive less damage from arty shells that striking near it. Dont make them all blowing up instant by near hits. Direct hits can afterall deal nice damage. I know its possible to make direct hits causing decent damage while near hits cause more crits on tanks rather than blowing them up outright. You see more tanks dying to artillery rather than seeing tanks getting some crits from artillery.
. Same for Bomb drops. Increase damage in the explosion center, reduce the AoE effectivenss vs tanks with help of the TT. Perhaps stunning effects are possible as well. Better than seeing all tanks dying outright.
2. That sounds like irony but US static howitzers are usless. Damage etc is fine. Just they have nothing to compete with any other arty. Even TH doc can counter them easily with hotchkiss and fields on the long term more destructive artillery power.
Static howitzers do need something to compensate. At least their range advantage over ordinary rocket artillery should be large enough to be not countered by those all day long with ease.
3. Now something not artillery related stuff. The Allied TD´s ambush mode must be deactivated manually. Thats very citical bc you have to run if the first shot didnt kill the target. The armor is paper thin. I dont ask for an automatic activation of flank speed after ambush. Just ambush mode should be disabled so that you can move your tank more easily away. I lost multiple TD´s to such causes. Every second matters and deactivating this ability manually is the second that makes your td dying.
4. Flanking targets must become generally more rewarding. Not that a stuart shall pen a tigers rear easily. But tanks like churchills, KT, Jagdtiger, Elephant and Panthers are only dying to artillery and planes.
And shermans die to arty not bc there is no other way to stop them, they die accidentially by shells landing in their proximity.