The reason you get clicked by arty, with an illustration
Дата: 02.03.2015 04:21:00
Galatia, on Mar 01 2015 - 20:12, said: I can name three super unicums in this thread that have said that
playing well and avoiding artillery do not go hand-in-hand.The_Chieftain: Does not the fact that they have reached Super-Unicum status
(where does that silly term come from anyway?) indicate a
likelihood that either (1) They have managed to figure out how
to avoid getting excessivley whacked by artillery better than
other folks, or (2) That they haven't, but artillery hasn't managed
to get them to stop getting respectably high win rates so its
effect is overstated?
steelrain97, on Mar 01 2015 - 18:42, said: Which is exactly contrary to your companies statements about
the need for arty in the game, that is exactly why arty promotes
camping. Your company has stated for years that arty needs to be in
the game to stop camping. This is exactly why the arty mechanic
needs to be reworked and is broken. THATS THE POINT. You make tanks
able to be invisible, even while firing, and even from relatively
short range. You add a mechanic (arty) that can god mode click any
tank on the battlefield with no risk, but the only tanks that
are visible are those actually involved in the fight, so guess
who gets clicked. Presto, you have a game that is built for a
camping meta. Brilliant game design. Now lets take away overwatch
positions. The only thing left are the tanks actively involved in
the fight, not the overwatch tanks. So tell me again how arty
prevents camping please, better yet explain why we all aren't
camping out every match, cause obviously we are the dumb ones.The_Chieftain: Am I not engaged in conversation with another individual
lamenting the fact that he can't take a good stationary defensive
position and win the game from it because his remaining in that
position will result in his getting hit by an artillery piece?
Artillery primarily helps a good offense. The best scouts
and mediums are those who know how to spot a stationary defender,
let artillery do the heavy work, and they then exploit the
resulting gap to raise havoc on the enemy's main line. If your main
heavy push wants to crack a well defended line, Artillery is
your 911 team. Defending lines tend not to move much, it makes
artillery's job even
easier. Artillery's secondary role is in the
defense, if your team isn't being aggressive enough to find
something better for them to kill. Due to the fact that it's easier
to hit a stationary target than a mover, even in such a case, the
overwatching vehicle is more likely to be hit than the mover. Only
desperation, optimism, or a total lack of any better opportunity
will result in artillery engaging an aggressive mover.
Quote 1. Yes. Still, all arty risked by taking that shot was somewhat less damage on the after battle report. No risk to self, at all. Does that sound fair? Low risk, high reward? 2. Okay 3. OMG Chieftain is replying to something I post * faints* 4. Lights are typically spotted way before the rest of the team. It would not surprise me if arty would be reloaded by the time the team gets spotted. Low risk, again. 5. Agree, but aggressive players get spotted first, and they aren't always moving, Camping players can stay invisible for msot of the game, is they so wish. 6. Point. However, if you are pinned down anywhere, you're ont be moving, making you a arty target. Behind cover, for example. Arty moves to get LOS, and bam. 7. Who knows what they're thinking? 8. I really don't understand this... Elaborate please?
The_Chieftain: 1. That depends on what you think is important. If it's
damage, then yes, you are correct. If it's winning the game, then
what he risks with a blind shot is not being able to engage
something more important that happens to pop up during his reload
cycle. Which happens annoyingly frequently, incidentally. That
something more important may well have proven to have been
critical. Artillery cannot win a match, but it can certainly
affect it. 2.
3.
4. Perhaps. But the really dangerous lights are those
who don't get too aggressive in the first 60 seconds of a match,
and that then really provides the artillery driver with a poser
when they start making their presence felt mid-game. 5. Camping
players have also taken any control they may have had out of the
equation. It is now up to the enemy team's actions to dictate if
they get spotted or not. And if they do, guess what happens.. And
some players camp within a known position, I refer particularly to
those who move forward and then plan on spending a portion of their
time hugging a rock, cliffside, or building where the only way for
a direct-fire weapon system can get at them is to drive around the
corner. If some re-positioning is required, let the arty do it,
and save yourself the hitpoints. 6. I fully agree with this
statement. See my previous point. You make this seem like a bad
thing. "Fix and finish" is the term. (in common language, pin them
down, then kill them). 7.
8. Artillery, as a rule, cannot do
a thing on its own. Except maybe the occasional Assault Hummel or
Batchat 58. It basically is valueless. What it does do though is it
makes other units on your team far more dangerous. Example, if
you're a Maus, would you really care much about that Wz-132 near
you? But if that Wz-132 is on a team with a live T92, you are
suddenly likely to take a much greater interest in its
destruction because that Wz-132 is now potentially armed with a
240mm cannon.
The reason you get clicked by arty, with an illustration














