Remove artillery strikes

I say NO. Artillery can be your last chance to make some player. And this is a way too cheap and easy to use than fly a plane. But I’m sure it would be better if Gaijin removes friendly fire from artillery. Teamkilling by artillery strike is the most stupid thing in game.

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using artillery as a “last chance” once you’ve lost a battle is crappy game design. Also ppl tryna bring CAS into this discussion is fr clown behavior

“…rat extermination service needs an upgrades…”
😱️

What about when you play a tank not suited for corner fighting encountering an enemy across a corner. You manage to shoot out their tracks/transmission but cannot go further lest you die.

I had a number of situations like this where saving my artillery strike for such an occasion won me the duel.

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Why is that?

I die from CAS far more often than artillery. You are now being a hypocrite.

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Yep, there’s no stab on SPs like the 109.

I like that idea…like the players who take AA systems in a way.

As I noted in my long post, no tank will survive the “golden bb” arty round that lands on top of you. The odds are against it happening, but it can happen, both in the game and the real world. A modern U.S. 155 HE round is 95lbs of steel and explosive. Your top armor isn’t going to take that, nor are the squishy things inside the tank.

Game is designed around capture the flag, yet has mechanic that can click on the map and deny open topped or light vehicles from being able to cap for rather long time. Then adds this to nearly every vehicle. Awful game design. ‘click on map for kill’ has no basis in a pvp game.

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Cap areas are much larger than the artillery coverage.

Plenty of times I’ve seen the smoke, move to farthest spot in the circle, and capped without taking damage.

You just have to be aware and pay attention.

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This is highly map dependent.

Some caps are literally too small for three ww2 medium tanks to comfortably share, and some can support all the players in the match at the same time.

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Even so - have capped many, many times while watching the smoke marker.

And maybe, just maybe two of those tanks should move to reduce chances of being hit? If all stay, they know what they are risking…

Then that’s your fault for spawning a tank bad at corner fighting, then using it to corner fight. Not to mention the fact that it still doesn’t solve the artillery being random chance problem.

You can fight back against CAS and it’s not random chance. the only hypocrite here is you

Which tank is good at corner fighting? Afaik there is no tank that is a good corner fighter starting from high tier lol

Then don’t corner fight at high tier

As I think about it, a sophisticated Arty mechanic in the game would change by nation and over time.

In World War 2 the thing the Germans hated most about fighting the U.S. was the artillery. The U.S. philosophy was that an observer should be able to “call every gun within range” onto a target in order to support a philosophy of “send a shell instead of a man [or tank].” Every other nation relied much more on pre-planned fires (Russians were the most reliant on this), then probably the Germans, and the Brits in that order when dealing with the European Theater.

That changes a bit over time as radios become more common in armored vehicles. Using that mechanic would balance out the relative gun tube-to-gun tube weakness of the U.S. WW2 tanks.

As for getting killed by friendly arty as some have complained about–again, welcome to real life. If your teammate puts arty in a spot where friendlies are going to move into before the arty mission splashes, that’s a bad moment for all concerned. Clearance of fires is a real thing.

OTOH, it’d be neat if your tac map would show where a teammate has just placed a mission and you’d hear “fire mission!” over the radio. Heck, I’d love to be able to give CAS a proposed target location just like you can with Arty (without getting into the whole "should we keep CAS or dump CAS debate here).

I didt know that Artillery area are marked by orange smoke, that’s useful to know. Where is the smoke? Is it visually similar to the smoke coming from capture points?

Not when you are being spawn-killed (which never happens with artillery).
SPAA up to BR 6.3 or so is only reliable out to 1.25km. After that… just luck.

And then there’s the big ones like B17s or B52s or the British one that drops 25 bombs - basically carpet bombing.
The large bombers don’t belong in a tank game. Strike aircraft and fighters I can live with. Bombers - not needed.

And the method of fighting back against artillery has already been mentioned (multiple times as you refuse to “listen”) - move - problem solved.

yesterday I was trying to cap and two smoke markers dropped around me. I moved as far away from each as I could and guess what? No damage and I capped.

I lose a tank to artillery maybe once every 4 or 5 battles.
I lose a tank (or more) to CAS pretty much every battle. IN RB, it’s so often I rarely play RB anymore.

It’s an orange-brown plum that resembles the smoke from a large bonfire. It lasts for maybe 10 seconds then disappears before the shells land.
(not sure what smoke you are referring to wrt capture spots. Maybe you noticed an artillery call while you were trying to cap?)

It indicates the central spot and the shells will spread around that area.

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There are times I send arty to a red cap, and tell my team I have done so.
They still go there, smoke and all, and sometimes one of them dies.
Only so much I can do - not my fault if they are not paying attention.

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