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Put the Art in Artillery Again

Дата: 18.09.2021 10:07:20
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)       

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