Currently, many people complain about the overpoweredness of light tanks; whether that is true or not, I will not debate on this point. What is clear, is that artillery strikes are not powerful enough.
You see, these are designed to make players not to camp on the perimeter, but they barely work, requiring a direct hit to do anything. If artilleries are designed to give people consequences for staying, then why most of the times they only take up the tracks at most?
We already have orange smoke; a very easy signal for players to move away.
Also, you only get artillery strikes if you made kills/scouting, so this is a great test for the “skill issue” guys to see if they actually support a skill rewarding mechanism.
Sounds like adding the super arty from the battle royale game mode we had. Not sure it is a good idea.
Imagine getting more of the beconing tracked because some dude saw a bit of your track around a corner and now you will die from arty that hits you in the last couple seconds of repair.
Artillery is already improved based on your specific crew level for that area. It doesn’t need improvements outside of that. In my opinion Artillery in War Thunder should function as a support tool meant to make the match move not sonely made for scores.
In arcade battles, Artillery being availble upon successful kill or scout is fine as well. I found Artillery in arcade ground battles to be much more effective than what is found in realistic ground battles and simulator ground battles.
Different from arcade ground battles, in realistic ground battles and simulator ground battles the Artillery is available by the start of the match and there’s a cooldown of about 2 minutes between the barrage without needing to score points to use it, which shows the effectiveness between Artillery in arcade ground battles and realistic/simulator ground battles.