#Towed Artillery Emplacements

1 messages · Page 1 of 1 (latest)

devout meadow
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The Irregular militia's 76mm is perfect concept but it doesn't have ranging elevation ticks nor the ability to shoot upwards which feels so shitty.

granite marsh
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We need to be able to tow a Field gun

devout meadow
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a 100mm+ artillery cannon thats towed by a truck and has to be reloaded at main would be balanced

upbeat kernel
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I have wanted this for a while. Gives addional use to the transport trucks that normally sleep at main base all game.
Being able to tow field guns around would be awesome, leaving any fine (and very slow) adjustments to the "driver seat" of the gun.

granite marsh
smoky pasture
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How is this supposed to be balancable. We already have mortars. From a gameplay perspective, artillery is identical, so it offers nothing new. All it would do is cause problems, because to differentiate it from mortars it would have to do even more damage and have a larger damage radius. It is already a pain to play a map with little cover for HABs, like Chora, adding even more OP mortars would only make everything worse while adding nothing new.

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And considering how much damage 155mm arty already does in the game, a player controlled 155mm gun would be game breaking.

devout meadow
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there are many ways to make it balanced, and it would give people more reasons to use the mortar shelter, tanks should be the tradeoff. it would be a good addition to support factions. or you can trade both the mortars for one artillery piece

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"its too op" ill never see as not an excuse

devout meadow
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there are so many different subfactions im sure it can be fit in where it belongs

devout meadow
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also one distinction being a mortar cannot be fired directly, but for example the IMF have a field gun, which is a form of artillery but only direct not indirect, a modern artillery piece can be fired both ways, and can be loaded with AP shells.

dawn quail
devout meadow
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I wouldn't be bitching over it when it's used against me, nor would i be denying it's niche "from a gameplay perspective artillery is identical to mortars" yeah, from HIS perspective ^^

dawn quail
# devout meadow let me simplify further. It can be the replacement for mortars or tanks, there c...

A replacement for mortars and tanks is quite a stretch, its not like mortars and tanks are uncounterable as is, infantry are still in the game, LATs and HATs are there too, ATGMs can be built, heck even mortars can still do some damage against tanks, especially by demobilizing them.

Having a full on artillery piece added into Squad is going an entire step further, you'd have to look at how they should be implemented, whether it be a FOB asset or something a battlegroup will get straight from spawn, then one would have to consider how it can be used, direct fire 155mm will basically obliterate most life and armor on open maps, and from an indirect fire role most maps can barely take advantage of the range of such massive artillery pieces, hell even the current 81mm mortars are handicapped to work within the confines of Squad's maps so you'd have to detune the range of towed arty by a metric ton if they were to be included.

And then there's the obvious problem with damage and splash, how would one go about balancing the damage of what used to be a command asset now turned into a weapon any squad could use? The damage on the towed arty would have to be substantially weaker so that players don't simply lob 155mm shells from outside of main and get tons of kills with them or simply delete HABs and/or FOBs, and likewise command arty will have to be similarly nerfed stay in line with towed arty performance, which reduces its effectiveness and gives even less incentive to become a commander.

Towed arty is cool and all but does not fit the scale of Squad, its pretty much overkill for the game with regards to range, damage and functionality hence why arty is a command asset since they have the potential to decide games if used competently. And also I just don't think this suggestion is well thought out in general.

devout meadow
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command arty also would not be necessary in an artillery faction, therefore I see no reason to meddle with command asset damage.

devout meadow
slow mica
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Could give RGF/VDV a shorter range MLRS to be an equivalent to the 120mm mortar carriers, but going any heavier for player controlled simply doesn't really fit in the scope of the game

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Honestly the main argument that invalidates this is simply that it's way outside the scope of a game like Squad. This is supposed to be an infantry & light to heavy armor focused game, and there are only so many players the game can run with. Every person you take away from the front line and put in another support asset means the core experience of Squad (team-based infantry & vehicle tactics) is diminished.

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If you want a game where you can experience every element of modern warfare, then a game more focused on being a real milsim is the better choice. Squad is about a focused experience not a diverse one.

devout meadow
celest grove
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Air droppable light gun anyone?

dawn quail
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if you dont like that then tough luck, play arma

devout meadow
devout meadow
devout meadow
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i just had a match of fools road, one of the smallest maps in squad where i was far out from main with a few members of my squad, with one of my men on a field gun far away closer to main, a m60 starts opening up on my squad and is effectively suppressing us, my field gunner who was overwatching a defense point more effectively than any sniper could, could not help me in the situation, because they are currently nerfed to direct fire only. Instead of using a whole bunch of resources on other weapons sytems and having my men use, rocket artillery, spgs, all the commodities of IMF OR i could just use one field gun that has indirect fire capability that would satisfy most of my needs.

devout meadow
# dawn quail lmao he didnt say that, its simply being pragmatic on what the game can actually...

about that artillery being too big for squad maps is horse manure; player controlled artillery can be calculated for any distance whatsoever no matter how close or far depending on how high you can aim upwards. THERE ARE MANY MAPS THAT ARE TOO BIG FOR MORTARS that invite them to be INSTANTLY engaged by enemy armor. my favorite maps fools road and mestia players should be able to set up artillery firing from anywhere to low or high ground even though they are small maps.

dawn quail
devout meadow
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player controlled artillery doesn't take away men from the front or armor, it actually frees up men by needing less weapon systems for every scenario

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im a squad leader on the regular, I know what's bestfor my squad and I dont need a hat a lat, mortar man, a sniper I just need one man on a artillery piece

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I dont mean that strictly but in principle

slow mica
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Is this another made up story? kekw

slow mica
devout meadow
devout meadow
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like I said, player controlled arty doesn't take away men from the front, and doesn't require a big map

slow mica
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You made it sound like you were fighting a tank on fools road, which isn't possible. Of course that needs to be called out as silly.

devout meadow
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unrelated

slow mica
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I made a honest argument initially. You decided to call me a "nerdy ass admin" (which is true tbf). Not exactly the start of a productive conversation.