Remove artillery Warning from GRB&SIM?

Would it be a good idea to remove the artillery Warning indicator you get flashing on your screen?

I mean you already have 20-30seconds or smtin-? With the orange smoke targeting grenades falling around you anyway- if you are paying the least amount of attention you will know without the indicator anyway-

So would it be good to remove it-? Make you need to actually pay more attention around you,

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Well its not meant to outright destroy, more like flush out targets out of cover. It should be attacked players choice to risk getting destroyed by arty by not moving; by removing the indicators it gives another crutch to the lower skill end of the playerbase.

Not to mention the additional confusion. Is getting arty called on me or team mate 50m away? Only one scenario calls for me to give up my position.

How does giving less warning lower the skill of the playerbase? Would it not encourage players to pay more attention to their surroundings?

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It gives the lower skill end of playerbase way to kill enemy indirectly without pushing, it brings more confusion and now that I think of it, lower skill end of playerbase would suffer even more.

Overall terrible idea, arty should remain a tool to flush out enemy out of position while allowing him for counterplay, not a main killing tool for people too afraid or unwilling to push.

I genuinely do not understand the argument you’re trying to make. There would be, effectively, zero change in how artillery is used in matches - either the enemy has to move out of cover to avoid getting shelled, and risk getting shot, or stay in cover, and risk getting taken out with a shell. Same with the OOC warning, same without. In fact, it would raise the bar on skill level, because the targeted enemy has one less warning that he is, in fact, the target - he will have to 1) notice the orange marking shells, and 2) notice that they are encompassing his position, and not someone else’s.

The entire point of artillery stays the same: area denial, cover flushing when you can’t yourself break your cover, and perhaps getting a kill or two out of it if you’re lucky. There is nothing in your argument that isn’t true with artillery the way it is.

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They should get rid of the text AND remove the orange smoke. Just make the first 4 rounds duds or non damaging shells.
Firing smoke “spotting rounds” is a peace-time training thing. IRL combat you only throw HE and you don’t know you are under fire until stuff starts blowing up around you.

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Remove ranging smokes > smaller chance for player to react > more kills.

This would mostly affect the lower skill part of community - it would give them more opportunities to get kills indirectly (which always suck) and it would lessen their already poor suvivability.

But with smaller chance for players to react by removal of visual cue.

This change would affect all BRs equally, and both entirely new and not new bud bad players would have even lower survivability.

With how hectic WT is and how much info player has to process in short time window, this would only add more chaos as removing visual cue about where the targeted area is would leave to more bad calls and make game more frustrating.

With all the frustrations, oversights, and overall questionable design decisions the game has, I do not consider this potential change anywhere high on this list. Honestly, with my desires for the game, I almost prefer it for immersion purposes.

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Besides its not like any player vehicles can deploy orange smoke, Except for Aircraft but then you have a bigger issue.

The smoke is already pretty obvious and stand out

With the already quite bad Accuracy for artillery the chances of getting a kill on anything but an Open top is low already-

(Yes ive maxed out crew skils for arty, before you ask)

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I would say keep it on ranks 1-2 and after that it’s just gone ( is there even arty in rank 1 )

And on bigger tiers, I would like that artillery to be actually something bigger.
Maybe until Rank 6, that artillery is just artillery, but first there would be 3-4 ranging shots, and after 10s it would rain 15-20 shells and bigger caliber on that area.

And from rank 7-8 it would be rocket artillery or clusterbombing that area, but then it should have also some warning, just like a radio message, that incoming fire detected or something like that. And if you dont pay attention, it would be more fatal. Now arty is just, meh on top tiers and hardly makes you even move.

Yep, If you cant see the giant orange smoke shells landing all around you, you deserve it.
The warning is a hold over from when the ranging shots where live rounds, not smoke… actually why would you range with smoke shells that have a different ballistic trajectory anyway?

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I agree in a different way though. Keep the on screen warning but revert the orange smoke like it was a few years ago. So you know artie is coming but not where exactly its going to land. Like IRL. You can get a warning to take cover but you will never know where the shells will land

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Yes, since they added the smoke shells that is ok

I would actually rather have the smoke shell removed and the warning stay ngl

Either or works, both is a bit much

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Ye agree both is to much. You need some kind of warning to react, especially in low tier where artillery is way more dangerous.

I guess you could remove both from sim though

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Please dont Go off-topic…

This post is to discuss The Artillery Mechanic. There are other pre-excisting threads to discuss other matters, like Kill-cams and such.

thank you, And lets keep this thread going

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Sorry.

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As long as it stays on the map then I’m fine with it.

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Right You can see where artillery lands on the mini-map correct-?