Remove artillery strikes

bruv didn’t even read the post

Let me spell it out for you.

I read the post that has almost unanimous disapproval about a mechanic that largely never affects anyone. so the only reason I can surmise you made a post about it because you died by it, thought its BS and want it changed. As with most people that come on and want something changed, because they died to it.

Not to mention I don’t understand how you can spam a mechanic that has a cooldown timer.

Did you get it this time?

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no, I don’t understand your wild mental gymnastics

At this point I wouldn’t expect you to. Next time, just try to reverse out, it’s the “S” key on your keyboard.

Problem solved, you don’t have to worry about it anymore.

oh sry I thought you were being serious. Nice bait btw

Removing them is too far but I do think they should be on cool down at the start of the match to prevent arty spam on the caps.

Or another idea, limit arty to tanks that have trouble destroying other tanks (e.g R3 T20 or SAM SPAA) and replace it with the precision strike thing from the Mechanized Infantry event.

That would need to be very carefully balanced to avoid abuse but maybe. I just think its annoying when faster light vehicles (that are often open topped too) try to do their job and get early caps only to get plagued by arty fire at the start of the match.

My idea would stop the spam and also stop the random chance. SAM SPAAs would be able to called a precision strike onto the roof of the tank with no issues of random chance messing it up.

Yea the precision part is rife for abuse though. All they gotta do is hide way in the back behind a hill where no one can snipe them and just spam out those strikes.

They would need to be limited use, once or twice per match, or there would have to be some range element to prevent them from being used at stand off distance.

I just dont see the whole “its rng therefore needs to be removed”.

Would be a completely different game if all rng was removed. Would be unrealistic and make gameplay worse imo.

If they had extra limited range and an extra long reload that’s shortenned if your strike kills a tank, then that could limit it to killing targets that really matter.

If a HEAT jet getting shoved down a gunner throat had a 25% to not kill, everyone would be pretty pissed. It’s just in this case, arty has a 25 chance TO kill, and there’s 0 skill involved.

Also, arty is just completely unrealistic as it is.

Limited range and long reload have potential but not this. That’s just making it worse. If anything it should be the opposite and take longer if its successful.

Well, we can’t say for sure unless it’s tested/added. My thought is that ppl would be less likely to waste it if they know they’ll get the full recharge time if it misses.

Difference between regular rng and absurd rng. I can be fine with arty not being a 100% kill chance and not be okay with tanks having a 1% chance to blow up when firing their gun.

The game has a good amount of regular rng which is fine.

It depends on crew skills, what tank in the zone and the pattern the shells land. It is far from a set %.

To an extent. You still have to know how to use it. If it was truly no skill, i could only push a button and i would have a chance of kill a tank.

True. They could make it more realistic. Not sure extactly how they could do it. Maybe make the barrage longer and slowly close in on the point.

There isn’t really anything else in the game that’s just left as random to whether or not you get a kill as arty is.

Even then it’s still 100% up to luck unless you call it on an already immobilised light/open top tank.

Alternatively, Gajin could accept that even the very fundementals of artillery in WT makes 0 sense and just go full on for gameplay and not so much realism. Heck, even the fact that it’s called artillery when it’s really mortars.

Depends on how you look at it. I can aim my round where i need it to go but dispersion causes it to bounce. I can set a plane of fire and the fire could go out. I can hit ammo and not have it explode. I can pen but not have a spall pattern that kills enough crew. I can drop a bomb and its despersion causes it to miss. I can aim my arty at a target and the pattern doesnt bring a shell on him.
A fair amount of rng happens that can cause you to not get a kill even after you do everything right.

Honestly, arty is the least rng of concern sense people know to not expect a kill. People expect kills in the other situations but rng told them “no”.

If thats the case, i dont see why they cant change the name to better fit.

I am assuming that the firing rate or smoke is what makes 0 sense. I would be fine with the smoke getting removed. Kind of weird imo

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Unless you’re using APCR or early APDS, the effects of these are pretty non-noticeable.

If you’re talking about low alt CAS, then that’s crappy coding, not intentional RNG. I’ve noticed that bombs sometimes get shifted above my prograde for 0 reason when dropped. Surely it’s not intentional as they don’t vary as much in any other direction, and it only happens on rare occasion.

These are really the only non-excusable instances of RNG completely removing skill from gameplay, atleast that you listed.

Even just a random tank calling a random artillery strike somewhere with a 1 minute cooldown makes 0 sense. The smoke should stay just for the sake of gameplay.

I also see some bombs bounce when they shouldnt.

Biggest issue with bomb coding is when the bomb does almost no damage because of weird hitboxes.

It would be annoying to have some random set as the person who decides if arty should he called in. Plus it would bring out those “commander” roleplayers.

One option could be to have a “team arty”. Someone picks a point and if enough people votes “yes” arty is called.

I think it would make sense to have the arty be a physical thing on the map. Rn, it is sort of an orbital strike.

Didn’t it use to be a physical thing CAS could disable?