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Can we please go back to when arty was nerfed...

Дата: 02.08.2021 12:57:37
View PostEdselman, on Aug 01 2021, said: Turning the KV-2 into a weaker T-150 is kind of pointless, the 152mm derp was the selling point of the tank because the KV-2 just acts as a secondary way to enter the TD line. It's HE has been neutered severely, it does a lot less damage now to armored targets than it could do before. It's been ruined because some people could not figure out how to counter it. 

Draschel:  KV2 is better in more experienced hands because of the +100 DPM and considerably better gun control. It has huge surprise factor. People EXPECT the 152 ML10, and are surprised by the 107, and it turns nasty. T150 has better movement dispersion, but by .01 point which is meaningless whereas the turret traverse dispersion is woeful, 25% worse. And on top of that, KV2 self-curbs its dispersion by inherently having slower traverse to begin with. So KV2 in defensive use is more often ready to fire. The no cupola turret is also cool. T150 is better in newer players hands as the armor and HP works for them, where they frequently find themselves getting shot at. But this isn't a debate over KV2 vs T150, its that rather KV2 is still just fine. KV2 has more DPM than ARL44 with the broken 330 damage APCR 

View PostchoSenfroZen_1, on Aug 02 2021 - 04:27, said: How does it do it? It shoots stubborn stationary targets. The campers. It is the campers who hate it, because arty was designed to shoot them. If these campers would move after a few shots, they would hardly notice arty. Guess what, the enemy does not want you there.   More than 3 shots, you are camping. Arty is designed to discourage you. And no, WG does not care it upsets you, it is supposed to. Either move to fight another skirmish, get battered slowly by arty. There is always a supply of stationary targets.

Draschel:  This game was not designed, in concept for artillery in the game. It is the most frequent changed class, the most map dependent class, simply because it wasn't in mind or part of the game release and/or core play. Artillery, does not place itself in jeopardy like other classes, does not constitute as part of the battle in spotting, sharing HP, use implemented draw ranges, moving with the team, focus fire, or guard duty. In fact it frequently detracts from the team, requiring guard duty FOR IT. Artillery is inaccurate in the sense that aiming is next to impossible, rather you just lay the gun down on a house size target and hope you hit it, rather than tanks actually aiming TO PENETRATE other tanks. As I said, artillery isn't a class designed for the game, in inception. Artillery causes camping and rooting in, far more than it breaks camping and digs these out. Every single time artillery breaks a camp in the battles over 10 minutes, it also elsewhere causes 3-4 other games to turn incessantly slow, stale, and campy.  For artillery to counter campy behaviour, it has to counter the TD, light tanks, and other artillery that are causing oppositions medium tanks and heavies to stall, and go into turtling/arty safe stance. But because meds and heavies often fight for map control, they get spotted more, and artillery naturally shoots whats spotted. NOT THE VEHICLES causing camping, the bushed up, static lights, artillery, TD. The ridge line warriors are the forward observers, and they are getting shot at, not the campers. So in general summation, artillery causes camps more often than it dislodges them. A stationary target isn't the forward observer who acquires contested ground for the team and map control. A stationary target is the camper, bushed up, half a kilometer away. But the half a kilometer away camper isn't spotted. The observer is.  This is only how poorer performers respond. A typical response in not understanding how games unfold.   

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