Arty doesn't really call down artillery does he?


(KattiValk) #1

It may just be me, but I’m under the distinct impression that Arty’s ability is delivered via UAV like Skyhammer’s. Regardless of whether that small detail is true or not, the fact remains that his ability is largely useless.

Perhaps an interesting way to make him useful and raise his skill roof is to actually give him a significant call in time for his ability, something that you can activate via designating for the normal loading duration with three shots and then wait for around 10 or so seconds before the shots actually land with the ability to redesignate the location during this cooldown (and have the rounds actually have to travel the distance so you can’t do crazy across the map transitions with a half a second till impact) with a very powerful blast that is even stronger than Skyhammer’s drone shot for shot. It’s not the most realistic thing ever, but it would make him very deadly.

That of course is probably slightly too OP, but it’s certainly tweakable.


(Arri_Shi) #2

You’re right on that aspect, his shot actually seems to be a cluster bomb that detonates above the target, yet the game seems to treat it like a solid shot.

Honesty, I think it needs a bit more blast radius than anything.


(GregHouseMD) #3

Personally, I think Arty players should have to call in the actual coordinates by voice chat to another player who operates artillery, and . . .

I’m kidding.

I think the general opinion is that Arty’s main problem is how much of a diva his designator is. If you manage to call it down, it works just fine in an area denial role. It’s just that there are crucial points where it’s ridiculously hard to get it on target, a prime example being if you want to target the EV.


(KattiValk) #4

[quote=“Arri_Shi;57497”]You’re right on that aspect, his shot actually seems to be a cluster bomb that detonates above the target, yet the game seems to treat it like a solid shot.

Honesty, I think it needs a bit more blast radius than anything.[/quote]Yep, it definitely looks like a funky CBU of sorts.

It already covers a lot, but a minor buff to radius and much deadlier killing potential would be great.

[quote=“GregHouseMD;57962”]Personally, I think Arty players should have to call in the actual coordinates by voice chat to another player who operates artillery, and . . .

I’m kidding.

I think the general opinion is that Arty’s main problem is how much of a diva his designator is. If you manage to call it down, it works just fine in an area denial role. It’s just that there are crucial points where it’s ridiculously hard to get it on target, a prime example being if you want to target the EV.[/quote]Even if you hit it still doesn’t do much for damage though. I get the fact that it’s best for area denial, but for how much of a pain it is to use, I really wish it was actually something to be feared.


(GregHouseMD) #5

We talking about against players here, or the EV?

I assume the EV, since it destroys literally any class in a single hit. In which case, yeah, individually they don’t do much damage. You also get way more artillery than, say, airstrikes, due to the charges and the considerably shorter cooldown. Which also means artillery is much more effective for keeping people away from the EV, compared to airstrikes that have to be hoarded until it’s repaired.

Also, feared? There are no abilities in the game that ought to be ‘feared’ by anyone. All these abilities - airstrikes, artillery, orbital laser - are primarily for area denial ( and disabling the EV ). Getting kills by them is the exception, rather than the rule.


(KattiValk) #6

[quote=“GregHouseMD;57971”]
We talking about against players here, or the EV?

I assume the EV, since it destroys literally any class in a single hit. In which case, yeah, individually they don’t do much damage. You also get way more artillery than, say, airstrikes, due to the charges and the considerably shorter cooldown. Which also means artillery is much more effective for keeping people away from the EV, compared to airstrikes that have to be hoarded until it’s repaired.

Also, feared? There are no abilities in the game that ought to be ‘feared’ by anyone. All these abilities - airstrikes, artillery, orbital laser - are primarily for area denial ( and disabling the EV ). Getting kills by them is the exception, rather than the rule.

[/quote]It may just be me, but the damage drop off seems really severe for it. I suppose that consistency is nice, but it is decidedly underwhelming compared to the airstrike and laser (it may just be me though as I don’t tend to call them very often anyway).

How else do they provide area denial then? I really wish it had something that made it more deadly though. There’s just not much point in taking him as it stands IMO. Besides that, it also lacks the cover flushing power that the other two possess due to it being a direct point weapon whereas the airstrike can be lobbed and also moves horizontally and the laser can be shifted easily to fry the optimal places to hide.


(GregHouseMD) #7

I’ll grant that Arty doesn’t compare very favorably to Skyhammer in EV destruction. In other ways, it really depends on your preferences as a player. Artillery certainly can be useful. In places like the last objective on Chapel, I’d argue it’s far better than airstrikes.

Also, you have to call them down! Often! Airstrikes are the only thing you want to save for when the EV is actually repaired!

There’s two things I’d like to point out here.

Firstly, anyone who hears incoming artillery will GTFO, or they will die. You can’t expect to score kills with it, because most people will GTFO ( incidentally, I wrote a handy guide on this a while ago - it can be found in the Game Guides section! ). But that’s still a valuable service. Doubly so if you target a healing station and flush out the enemy from it, and destroy it.

Secondly, Arty can target things behind cover, by targeting a rock or a wall or a car or something behind the intended target. It also arrives a lot quicker than airstrikes, and is somewhat less noticeable.


(KattiValk) #8

[quote=“GregHouseMD;58111”]
I’ll grant that Arty doesn’t compare very favorably to Skyhammer in EV destruction. In other ways, it really depends on your preferences as a player. Artillery certainly can be useful. In places like the last objective on Chapel, I’d argue it’s far better than airstrikes.

Also, you have to call them down! Often! Airstrikes are the only thing you want to save for when the EV is actually repaired!
[/quote]I wouldn’t say that, maybe for Defenders, but the drop point is a very nice shape for flushing out people with airstrikes. They either have to run out or bunch up on the drop point to avoid a well placed airstrike.

[quote=“GregHouseMD;58111”]
There’s two things I’d like to point out here.

Firstly, anyone who hears incoming artillery will GTFO, or they will die. You can’t expect to score kills with it, because most people will GTFO ( incidentally, I wrote a handy guide on this a while ago - it can be found in the Game Guides section! ). But that’s still a valuable service. Doubly so if you target a healing station and flush out the enemy from it, and destroy it.

Secondly, Arty can target things behind cover, by targeting a rock or a wall or a car or something behind the intended target. It also arrives a lot quicker than airstrikes, and is somewhat less noticeable.
[/quote]He can only target things behind cover if they have something above them and to the side (say a building, which makes him very nice for an easy generator kill on Trainyard) but must actually step out to actually target something with no overhang. The other two can do this from safety due to how their mechanics work, but Arty can’t. It’s simply too weak for being the highest risk fire support available so far.


(GregHouseMD) #9

[quote=“Incoming;58146”]
He can only target things behind cover if they have something above them and to the side (say a building, which makes him very nice for an easy generator kill on Trainyard) but must actually step out to actually target something with no overhang. The other two can do this from safety due to how their mechanics work, but Arty can’t. It’s simply too weak for being the highest risk fire support available so far.[/quote]

It’s also quicker once actually called in, and more difficult to notice than either of the others. Damage is still enough to kill any merc. It’s again not about the damage they do, because any sufficiently alert player will be able to avoid it regardless. Aerial attacks are a complete non-issue if you know what to look for, and how to get away.


(KattiValk) #10

Definitely true, but it still lacks the safety of use and AOE that the others have. Perhaps it could simply be extremely easy to designate (as in you could move it around a lot with no penalty) as well as being much more forgiving. Regardless, it’s still terribly underwhelming.


(GregHouseMD) #11

It should be easier to land, for sure: It should be possible, for instance, to place it directly on the EV. I think there might even be an argument for removing the interrupting effect of incoming fire ( maybe upping the time it takes a bit to compensate ). Skyhammer doesn’t have that, after all ( though Kira does ).

I really think the damage, duration and timing are all fine. If it came in any faster, it would get really hard to avoid. More damage would do nothing to players, and probably make him strictly better than Skyhammer for EV destruction. Longer duration would make it so an Arty who properly timed it could make an area inaccessible for quite a long time - longer than Kira, most likely.


(KattiValk) #12

Well, Arty got some buffs, and they are truly fantastic. He is now calls down his ability much faster and it is now much easier to land hits on players with the range buff.

It’s still not “arty” but I’m content for now.


(Lispy) #13

I think they can fix it to look more like artillery over time I am just glad it works better mechanically


(deerMirror) #14

[quote=“Incoming;61189”]Well, Arty got some buffs, and they are truly fantastic. He is now calls down his ability much faster and it is now much easier to land hits on players with the range buff.

It’s still not “arty” but I’m content for now.[/quote]

Well, it’s arty enough for now. I was on the side of having it be simply point and click but the new speed on the channel is a nice enough QoL improvement.

But I have to agree with how it’s odd that it’s treated as a single shot when if you look at the actual strike it’s like some kind of cluster bomb, perhaps that’s why they’ve buffed the aoe on it?


(Indefinite) #15

Arty’s arty is more like a focused clusterbomb. Skyhammer’s is the blatant disregard for collateral damage option.

As it is, I like the way Arty’s arty is working. It does a fair amount of damage in a short amount of time. The hit detection seems wonky on occasion, putting it right on an immobile enemy only to watch them STAND IN IT and take nearly no damage; But if that got fixed, I have no complaints. Quick, precise, EV-wrecking explosives.