Put the Art in Artillery Again
Дата: 18.09.2021 07:23:12

Draschel: To define broken, we first need to describe what is not
broken. I know there are a few examples, like old cruiser II
using 3.7in short howitzer, or T40 using 105 short howitzer, tanks
with extremely low shell velocity that can parabolically arc their
shots.....but this is extremely, very rare and situational. Pretty
much most tanks attack through direct fire. They attack through
direct fire with a max bead of their shells able to collide with
targets @ 720m. Artillery does not follow this motto at all, not in
the slightest. So, in the case where other classes are within
confines of having to be able to directly attack their foes,
artillery operates outside of this boundary. This is the definition
of broken. Again, continuing on. Whereas tank destroyers
can try to sit in the back in bushes, and do stuff ''sort'' of like
artillery.....they are again very limited becauseA) they cannot
shoot targets past aforementioned range.B) they do not arc their
shots in a curve. C) tank destroyers
typically fire majority of their shots, while being susceptible to
rendered spotting from enemy observers and then taking damage
artillery, very much different, on the other hand fire
majority of their shots, without fear of being spotted and
sustaining damage. Again, continuing on, other classes
directly contribute to making pushes at flanks, spotting, directly
attacking, focusing, and sharing. Artillery does not, it is an
outlier. Furthermore, arty taxes a teams resources, frequently
requiring guards set up for them. Other classes can operate, and on
game by game basis, do so on their own. Artillery solely, requires
the lending hand of other classes to even consider operating at any
level. The addition, and cap of skill and performance.
Whereas with other classes, the sky is the limit, no amount of
skills can be wasted, and it is not unheard of people averaging
tier 10s with 5,000 damage per match steadily these modern
times.....artillery is extremely lucky if it can manage even half
that, 2,500. A dark purple, 70% W/R, 11,000 PR player can manage
such incredible feats in a tank, but starts to frustratingly
struggle in an artillery. Because artillery doesn't have game
skills translate to potential like other classes. Artillery is
horrifically random, map dependent, team dependent, and operates
without concrete values as its characteristics. On the flip side, a
poorer performing player who would see himself managing poor damage
and performance in their tier 10s like 1,000 per match, can
astonishingly contribute far beyond their usual level by getting
1,800 out of a hat by using artillery. Again, the skills don't well
enough translate to artillery for potential, yet artillery provides
reasonable potential for any ''Joe'' to step into and
contribute. Elaborating moreso on this, but not on skill
itself - artillery doesn't require users to know of valuable game
intel, such as DPM, alpha damage, weakspots, accuracy, circle map
renders, Etc. Artillery just always operates outside of typical
game definitions other classes follow. I
hope this helps a bit.
Put the Art in Artillery Again