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nudisti

Arty balancing idea

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would forcing arty to use higher line of fire balance arty and make it work as intended? I saw this post about mod that forced game to use higher line of fire (its explained there, great post imo) 

and I thought that if arty was always forced to use that line of fire, it would prevent arty from shooting moving tanks, as shell travel time would be something ridiculous, so arty would be unable to kill people camping 60 kph in their bats. Also, arty could shoot behind cover so it would actually punish people camping behind cover as it was supposed to do. 

What are negative effects

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still doesnt change the fact that they can still click from base and oneshot or severely cripple their targets

and it would make them also cancerous on city maps

so it would fuck a HT holding a corner even more

fuck arty, best solution is still complete removal imo (wont list why, its not THAT simple).

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As much as I hate arty I know WG wont remove them, they also wont make any major changes in fear of pubbies getting angry. So here are some things that would make arty less cancer while not changing it too much as a mechanic:

1. Add siege mode to arty like the new Swedish TD's

2. Remove HE pens from arty

3. Remove AP rounds, there is no reason arty should have them

 

Edit: If HE pens were removed the penetration values of HE shells could be used as a modifier to your damage when hitting armored targets.

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For those clever folks proposing AP removal from arti ...

 

For every time you get hit by AP shell + penetrated you can after it's removal expect at least 5-7x the number of significant HE splashes/hits instead.

 

Thinking things through when it comes to arti was never WoTLabs strong suit.

 

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1 hour ago, Folterknecht said:

For those clever folks proposing AP removal from arti ...

For every time you get hit by AP shell + penetrated you can after it's removal expect at least 5-7x the number of significant HE splashes/hits instead.

I'd have to agree with Folter here, I'd rather have arty players wasting their time with AP and the shells doing absolutely fuckall when missing, opposed to getting splashed everytime a shell lands somewhere on my side of the map. Sure, sometimes you're going to get double fisted by a T92 firing AP but its minimal compared to them firing HE every shot. Not to mention you can still "bounce" or have your tracks eat up the AP shells.

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2 hours ago, Folterknecht said:

For those clever folks proposing AP removal from arti ...

 

For every time you get hit by AP shell + penetrated you can after it's removal expect at least 5-7x the number of significant HE splashes/hits instead.

 

Thinking things through when it comes to arti was never WoTLabs strong suit.

 

It's still bullshit. Doesn't matter if it's better or worse.

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the fact that it can single out one tank for 1/3 or even 2/3 of ther hp, which would have the potential to do 4+k dmg and carry the game to a win, but now wouldnt have the hp to do this is retarded.

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13 hours ago, nudisti said:

would forcing arty to use higher line of fire balance arty and make it work as intended?

and I thought that if arty was always forced to use that line of fire, it would prevent arty from shooting moving tanks, as shell travel time would be something ridiculous, so arty would be unable to kill people camping 60 kph in their bats. Also, arty could shoot behind cover so it would actually punish people camping behind cover as it was supposed to do. 

What are negative effects

Any bat getting hit at 60kph is doing is a moron for driving 10 seconds in a straight line.  With a few zigzags, they'll almost never hit you.  Forcing arty to use the high arc would mean there are ZERO safe spots to hide.  If anything, they should give all arty a lower arc, so less of the map is accessible to them or they'd have to find higher, more vulnerable spots.

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8 minutes ago, zapyoug said:

The issue with arty is always the same, it doesn't matter what you do to the class 

Indirect fire with no counter play is and always will be broken.

*Lights counter arty, right?

HEH corridor maps without bushes

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14 hours ago, Folterknecht said:

For those clever folks proposing AP removal from arti ...

 

For every time you get hit by AP shell + penetrated you can after it's removal expect at least 5-7x the number of significant HE splashes/hits instead.

 

Thinking things through when it comes to arti was never WoTLabs strong suit.

 

The problem isn't arty getting more effective after AP removal; it's that oneshots should not happen in the first place no matter how slim the chance is.

 

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13 minutes ago, Nekommando said:

The problem isn't arty getting more effective after AP removal; it's that oneshots should not happen in the first place no matter how slim the chance is.

 

If that is your problem you shouldn't start with arti but take a closer look at some TDs, in that regard some are much worse than arty.

 

That aside removing AP would be an other "skill nerf" to arti. Instead of hitting the unwashed masses (you 're helping them), you re only affecting the few arti players who know what they are doing. And that number is even lower than that of (super) unicums compared to the general population.

Mostly nonsense coming out of this forum when it comes to arti - nothing changed since 2012. Instead of bringing back the old tracer system and introducing and arti sub class geared toward counter arti play, I only see nonsense that would further improve the situation of CHAI red line "unicums".

 

When will you get it into your thick skulls? WG won't remove arti!

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32 minutes ago, Folterknecht said:

If that is your problem you shouldn't start with arti but take a closer look at some TDs, in that regard some are much worse than arty.

It you get shot by huge alpha td its kinda your fault for exposing. If you get shot by arty the only mistake you did was getting spotted. 

So no, chai redline snipers dont really care about arty that much. 

No indirect fire mechanics that takes no risk whatsoever when firing at someone shouldnt be available. 

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Youve been shot by a td that didnt have a LoS on you? If yes than i guess its not your fault.

Becouse we all know the truth pls sit down if you dont have anything constructive to say.

As for attempt on ad hominim.... lol

remain seated

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1 hour ago, Folterknecht said:

If that is your problem you shouldn't start with arti but take a closer look at some TDs, in that regard some are much worse than arty.

No one is saying those TDs aren't bad for the game, but the topic today is orbital death beams not land-based deathbeams

That aside removing AP would be an other "skill nerf" to arti. Instead of hitting the unwashed masses (you 're helping them), you re only affecting the few arti players who know what they are doing. And that number is even lower than that of (super) unicums compared to the general population.

Using AP in arty means taking greater risk and potentially getting better reward. Is it skill? yes, but it's still bad for the game. 

Mostly nonsense coming out of this forum when it comes to arti - nothing changed since 2012. Instead of bringing back the old tracer system and introducing and arti sub class geared toward counter arti play, I only see nonsense that would further improve the situation of CHAI red line "unicums".

How can one be unicum by redlining nowadays?  

When will you get it into your thick skulls? WG won't remove arti!

They won't, but they can and probably will drastically change it   

 

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5 hours ago, garryallen said:

*Lights counter arty, right?

Hahaha yeah sure. Artillery is the biggest threat to lights at close range.

Heavy - outmaneuver, farm damage - easy
TD - track, get around, farm damage - easy
Arty - get one shot - bullshit

The best thing you can do is spot the arty, get the hell out and let the snipers kill it.

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If anyone hasn't heard, but apparently that other tank game, Armored Warfare, is planning to rework their artillery:

Quote

ARTILLERY

 

Early on in our evaluation of Artillery for Balance 2.0 we made the hard decision to remove the class in its current form. The ability to deal indirect damage to an opponent who can neither see or retaliate was a mechanic that just didn’t work well with the rest of Armored Warfare. Even with our successful efforts to reduce the impact Artillery had on the battlefield, it never completely took away the frustration players had with it. Not only was it difficult to balance around, but it had real impacts on our ability to create maps as well. Each map we made, whether in PvP or PvE, had to take into account Arty firing lines. We couldn’t have complex cover or tall mountains and buildings because Artillery wasn’t able to shoot over them. With only a very small percentage of our active playerbase playing Artillery, this made it even harder to justify keeping the class.

 

Because of these factors, we had a choice; remove Artillery altogether, restrict the class to just PvE or offer the vehicles in a reimagined class form. We decided to go with the third option and have condensed both artillery lines into a single Self Propelled Gun line which offers high damage at the cost of longer aim times and slightly higher reloads. SPG vehicles now have drastically increased mobility to match their real-world capabilities and their Artillery-view has been replaced with a standard zoom reticle. They do retain access to smoke shells, but the illumination support shells have been removed for now. Because of how different the class now plays, we aren’t committing 100% to it sticking around, but we’d like to get player opinions on the changes during the Update 0.19 PTS cycle before deciding whether to keep it or remove the class with the official release of Balance 2.0.

 

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7 hours ago, Super_Rybak said:

Hahaha yeah sure. Artillery is the biggest threat to lights at close range.

Heavy - outmaneuver, farm damage - easy
TD - track, get around, farm damage - easy
Arty - get one shot - bullshit

The best thing you can do is spot the arty, get the hell out and let the snipers kill it.

Did you read the second half of what i said?

Though it is hard to channel sarcasm through the internet thingy or whatever trash we have in Australia (its so slow I am not entirely sure it isn't just two guys yelling stuff over tin can on a string)

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12 hours ago, Folterknecht said:

If that is your problem you shouldn't start with arti but take a closer look at some TDs, in that regard some are much worse than arty.

We absolutely should start with arty. Land Cancer can be dealt with after we get rid of randomly generated bullshit from space.

That aside removing AP would be an other "skill nerf" to arti. Instead of hitting the unwashed masses (you 're helping them), you re only affecting the few arti players who know what they are doing. And that number is even lower than that of (super) unicums compared to the general population.

They can go fuck themselves, the only skill in playing arty is knowing how to be a professional faggot.

Mostly nonsense coming out of this forum when it comes to arti - nothing changed since 2012. Instead of bringing back the old tracer system and introducing and arti sub class geared toward counter arti play, I only see nonsense that would further improve the situation of CHAI red line "unicums".

Yes, because apparently things will be much better if we bring back more visible arty tracers, causing all the little shits to spend the first 2-3 mins clicking themselves to death before returning to clicking normal tanks.

When will you get it into your thick skulls? WG won't remove arti!

>They'll never change/remove 'X', shut up complaining stupid crayfish!

 

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Increase arty accuracy.

Reduce alpha of penetrating HE shells by half.

Remove HE shell mechanic of getting alpha cut in half before armor calculations when failing to pen.

Increase chance of module damage for penetrating HE shells.

Change spall liner to flat out decrease HE damage of any type, instead of being based on armor thickness.

Greatly reduce module damage from penetrating HE shells if spall liner is equiped.

 

This will make arty 1 shots far less annoying to deal with, and give players defensive options against arty instead of the current equipment layout of just cramming as much offense as you can. This would also make arty less annoying to play and play against.

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