#Comp Arty

1 messages · Page 1 of 1 (latest)

fervent kelp
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Hello, we used to be able to shoot up to 600-650 shells as a solo arty player in comp games and events, making it 50 HEs capped every 10min makes it only 450 HEs over 1h30 game, which is 30% less. It should at least be stackable shells like a depot, having 50 capped is really killing the arty, especially in comp games or events.
And no need to say that comp is what is keeping HLL alive

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or atleast improve the number of HEs per reload, 50 HEs per 10min is 1 shell per 12 seconds and 35 smokes is way too much, nobody use them sadly, I would recommend having 65-70 HEs and 10-15 smokes with stackable reloads

barren plover
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100 i should say. In a comp game i will fire in between 300 a 400 shells a game. Now you need to ask between 6 or 8 times the commander to restock and that cost an extra 150 munition

solar hornet
fervent kelp
fervent kelp
solar hornet
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I get that but since you cannot start switching while reloading you will fire 20%+ slower

fervent kelp
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yeah, but you take way less time to reload and then shoot than 12 seconds

solar hornet
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who knows what the comp rules gonna look like next year.. rip static arty or spa?

fervent kelp
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if you shoot and reload anytime you can, you will run out in 4:30min

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so 5:30min to do nothing or shoot useless smokes that won’t kill anything

solar hornet
fervent kelp
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maybe for Public games, not for comp tho

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should be able to shoot almost on cooldown, which is one shell every 7,6s if you are solo on the gun

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but to be in times to not run out you must shoot every 12s, so you lose 4,5s every shell

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4,5s x 50 = 225s where you do nothing

solar hornet
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I mean the comp needs to adjust. We'll figure out how to play with this restriction. Either use smokes or SPA will be allowed.

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The rules will change 1000