#Artillery

1 messages · Page 1 of 1 (latest)

knotty star
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This has been mentioned before, but I think it deserves a bump because of all the things that would add a new dimension to escalation gameplay, I believe this is one.

What makes adding artillery a big deal is that it gives ground units a much more effective way to threaten airbases, factories, and other structures that players might care about.

Right now while ground units aren't inconsequential, the threat they pose to strategic assets is very... slow. Ground units are only ever an eventual problem and never anything you actually worry about.

Having groups of units that can attack strategic buildings from afar would make them much more meaningful to attack or defend.

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While shiny new planes always exciting, I think "background" additions like this are important too and worth advocating for, hence this thread

austere chasm
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I would support this if we got an overall improvement to how the ground war is fought

currently, I feel like the artillery would be very easy to pick out and take out with an AGM salvo without doing any damage
as it travels the same straight road as all the other vehicles

chilly lodge
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Devs already have a couple of arty concepts in the works. It was shown like a year ago.

finite sparrow
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On the roadmap already

graceful laurel
chilly lodge
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We could have AI corridors as part of the editor. Basically, just wider roads that let the AI know that its safe to travel through that terrain. That alone would help ground units spread out more instead of driving in a tight column. Maybe have a bit of randomness to their movement, so they slightly turn left or right every now and then to help them keep distance from each other.

pliant hound
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AFV8 155mm
Can fire while underway
Like the boxer variant

fresh harness
pliant hound
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Paladin knockoff

manic thicket
crisp parrot
manic thicket
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i meant anything that isn't aa

crisp parrot
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in that case maybe