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Put the Art in Artillery Again

Дата: 18.09.2021 07:23:12
View PostClarkSideoftheMoon, on Sep 18 2021 - 02:31, said: When you use the term, what measurements are you using to define broken?  What do you mean when you say it?  

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.   

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