Put the Art in Artillery Again
Дата: 18.09.2021 13:07:20
Draschel: Uniqueness, is the gentle way of saying it. Breaking the rules, is
the real thing that this class does in-game. Unique to SPGs,
or more of exclusive ONLY to SPGs? Exclusive is a dangerous word.
''Exclusive premium ammo'' was once the case, 2010-13. Exclusive
premium consumables? How about today, exclusive tier 10 juggernaut
tanks. When things are exclusive, they are problematic. Broken
isn't just because it is unique to the class, with the class
operating on fringes outside of normality in the game, it is
not just that. It is also that other classes don't have it. Keep in
mind, though SPGs were quickly added, the game started without
their presence. Though the concept and design probably was their
far before their 0.6- whatever first release, they were at first
not part of the game's combat triangle. Again, this presents alot
of problems of rock-paper-scissors -(catapult) I
am not creating anything. I am not conjuring explanations to cater
my needs. Tanks, factually directly attack their targets
through line of sight. Or if not through line of sight, through an
object that maybe breakable with still, a straight vector in
attack. Artillery does not do this. Tanks, factually cannot attack
beyond 720m. Can't even see at even shorter distances. Artillery
can. Tanks really need to aim to make their shots count, and to
bypass armor of opponents. Artillery don't and pray their shot
lands at least 10ft from what they intended to hit, and still some
pretty respectable damage can be caused. These are all very
distinct, factual contrasts. There isn't a subjective spin here,
this is what objectively is clearly seen Broken nature,
doesn't mean one thing. No one ever said it does. What breaks A,
doesn't necessarily mean what breaks B is the same as A. The case
of EBRs are different. The case for artillery is different. It is
easy to grasp. Do you want me to say everytime, that broken =
something (a class) imparted with exclusive qualities none other
get, that allow for the ''playing out of bounds'' that others
cannot do? Do you want that as the definition? Broken seems
alot easier. Even when artillery was a damage dealer
class before 9.18 re-balance to stun, it still produced less than
other classes. Not because of nerfs, but because of aforementioned
reasons for more crucial. Inconsistency, dependency, map rotation,
randomness, Etc. Nerfing for sure lowered their production, but
didn't change the fact they still produced less than other classes
and were far more inconsistent. Nerfing, is a reduction of stats of
something. Nerfing, is not a foundational change. A foundational
change, would be like the artillery stun re-balance. You cannot fix
through nerfs. You just lower stats. WG methodology here, is to
continue nerfing artillery, because they really do not know what
else to do at this point. They have tried 3 foundation changes, and
still it is amongst if not the most complained over thing.
Incessant. Because though nerfs are an ice-cool band-aid, they
don't work in reality. Nerfing ==/== fixing.Heavy tanks are corner
store of the game. They will outlast everything. They are the large
square blocks of the pyramid. Making artillery, new tank
destroyers fixes the issue. They are no different than TD now.
Problem solved. That is a fix. Without nerfs. In actuality, the
-SPGs- would all be buffed making them in line with
TDs. Because the four came first, before the outlier. And
because the four, mutually operate with similar restrictions and
mechanics, but the outlier is exclusive to its own. Every class is
different. Sure. Light tanks retain camo when they move, and have
better soft stats such as dispersion, terrain resisting quality.
They also repair coefficient quicker. TD have unique quality
too, they operate with massive camo net bonus exclusive to
them. But the thing is, they all are bound to say rules as
tanks are. No firing in banana arc. No attacking beyond 720m. No
vision beyond render circles. Aim your AP, or risk bounce /
miss. Push/share HP/focus/spot/contest, Etc. Be a part of the
team, directly. Artillery doesn't. Its an outlier. I am
more worried, truthfully of the people that confuse broken for
over-powered. And there are alot. While artillery certainly is
broken, it is no where near over-powered. If i wanted to continue
my long trek towards 3-mark my Jag Panzer, and continued with an
average of 3,300. What do you think is going to impede my progress?
A conqueror GC or 261, who deal 200-300 damage per minute to me? Or
a stealthy, nimble, well-rounded 140, 907, 121B who will track and
kill me in that said single minute. A strategically placed 279E,
Chieftain, Krannie holding up entire flanks, and farming people in
the process.....or an arty irritating people for splashes every
minute less than T100LT alpha (the lowest tier
10)
Put the Art in Artillery Again