#Make arti guns destroyable

1 messages · Page 1 of 1 (latest)

oblique obsidian
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It would be a great feature in this game

frosty ravine
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Id rather see them being removed and being replaced for mortars like in Squad. However the idea of the artillery being destroyable, temporarily, by a satchel or sabotaged by recon sounds good aswell. The current system of recon spawn camping and killing is pretty bad and needs to be reformed

oblique obsidian
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But this is HLL WW:II game not Squad - If they are already here there's no point of deleting it. Just add some features like this one to make them more intresting

patent grove
ripe birch
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Agreed, they should be removed and replaced with mortars that the squad leader builds with a wrench, then you could finally put an end to spawn camping HQs by placing a restriction zone that the enemy team cannot enter, at least until fighting over the last point.

And I agree they should be short ranged as it would create natural and fun skirmishes around them.

fossil tide
raw hedge
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As someone who plays a ton of Recon, it is obnoxious that every squad lead and commander instantly calls out to me to get handle the artillery. I hate this aspect of playing Recon, it's tedious, and not fun for anyone (Recon team, or the poor sap I've killed 10 times in a row). I want to be behind enemy lines looking for garrisons, harassing the enemy as they try to establish a push, or stumbling on nodes to destroy. I do not want to spend 20 minutes waiting for 1-2 people to respawn, and kill them over and over and over.

Remove artillery, or make it so I can disable the guns for an extended period of time.

cunning vale
tribal yacht
# patent grove Except I think the general consensus of the community is to remove them in favor...

This, but also give the commander the ability to change the ordnance type and spread, such as HE, AP, WP, or maybe even give the ability to throw out some illumination rounds like we do now, in a spread of standard sheaf, converged sheaf, traversing fire or one of the few others adding a significant range to the commander’s abilities on the battlefield being able to smoke screen an entire obj or pepper a hillside with HE, maybe nail a tiger in a tree line with AP, or expose a flanking squad with a few illumination rounds with a lateral spread. Possibilities are endless.

shy zealot
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On the fence about this one. Part of that is because I've learned how to mitigate artillery as a recon unit by utilizing a jeep or transport vehicle that saves me the hassle of having to walk for ages to kill a few guys. I suppose this is more of an altered gameplay loop that works in the interim. Should they decide to return, my vehicle is close by and I can move hastily to the artillery again if need be.

At this point, you can also deploy a recon vehicle and have it float, so to speak, between the maps and objectives, setting the precedent for enemy forces. This is by no means an excuse to keep artillery as it is, I'm just not sure I want to see it completely removed altogether. If it is removed, perhaps it reverts to a commander capability. If it stays, then having something like thermite to disable it makes sense, but instead of a cooldown, the commander has to rely on his resources to rebuild the artillery.

old sparrow
oblique obsidian
patent grove
old sparrow
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I mean they don't have to spawn camp arty, they just choose to.

patent grove
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Either you camp the artillery and make sure your Outpost is always within shooting distance roughly, or you get yelled at for the entire hour and a half to go camp them...

Artillery in good hands is just too powerful to not have a counter squad to silence them

raw hedge
frosty ravine
patent grove
oblique obsidian