CJ "Arty" Weng-- Feedback on the Arty Class


(EnderWiggin.DA.) #1

Currently I think designating the arty strike can be interrupted in the following ways:
-Moving laser designator too much
-EV moves through laser
-Friendly moves through laser
-Enemy moves through laser.
-Getting shot

I kind of see the metagame component for an enemy moving through the laser, but it would be really nice if friendlies didn’t cancel the designator. Maps are a bit cramped and I can see this being rage inducing on pubs.

-underwhelming damage for the arty. It seems to take a few hits to kill a full health player but I’m not 100% sure. TBH the damage for the airstrike and the arty are both a little underwhelming.

-We also noticed on Waterloo. Stand on top of the van in the “capture the forward spawn” area and call in arty on the van. The arty doesn’t hurt you. I don’t know if this happens on other objects.



(chrawr) #2

I agree on the points regarding interuption. I can even take it as far as it shouldn’t be interupted by enemies.
Depending on how it turns out maybe an idea would be an increased charge which is non-interuptable by enemies passing through the laser?
I Haven’t really tested it yet so I can’t say what the minimum charge time is.

It does generate some nice gameplay that feels alive with all those blasts going off. Which makes me a bit thoughtful about increasing it’s damage too much.
I agree that it can be boosted up a little but I wouldn’t want a 1-hit / 1-kill kind of deal (not saying that is what you wanted either).
I am guessing alot since I haven’t learned all the mechanics yet but I guess it makes more damage to the EV and less to players?


(chippy) #3

I absolutely love the artillery compared to the airstrike. It makes me more confident in damaging the EV rather than the airstrikes “Please work, please hit, please don’t be delayed”. Not only can you take the EV out quite well if you place the artillery in the right place, but it can also be used to delay an incoming push quite well without being to overpowered. I do agree on the damage though, it could just a boost, a tiny boost.

I’m actually fine with enemies interrupting the laser, but I think that they should have to be in it’s way for longer. I don’t know the exact timing but here’s my example: It takes 4 seconds to place the strike, the enemy should have to stand in it’s way for 1 second. Or something along those lines.

And yeah, if there are more than three Fire Support classes on a team, the artillery get’s quite annoying. I personally find the sounds more annoying than it’s “spammyness” though.

TL;DR – Fire support feels more useful, artillery damage could be boosted ever so slightly, the spammyness needs to be adressed. Maybe there should be a limit that only 1 artillery can be called by each team every 15-30 seconds.


(xarQi) #4

the laser getting interrupted by moving players infront of it is frustrating, I like the sounds and the damage it can do to the EV.


(MrFunkyFunk) #5

It could use a tiny damage increase. Not much of a threat to players at the moment, if you manage to land the first or second blow to an unsuspecting or a distracted passerby you can hope to score a kill. A bit hard not to get interrupted on some maps chokepoints, wish it was only from enemies and not team mates.
Otherwise it’s great to see it in DB, works like a charm to disable the EV (and possibly to deny access to a small zone for the duration of the barrage).


(dommafia) #6

I haven’t tested this but is the arty system tied to 1 at a time per team, like ET? I could have sworn I’ve called artillery at the same time as another FO. If this is the case then I can understand the lower damage output.


(EnderWiggin.DA.) #7

I added one more current condition about the arty getting interrupted. When you get shot. I want to ask the question “Do you think this is fair?” To lay yourself out in the open for X seconds only to have one shot interrupt the laser. Should you be able to exchange a martyr’s death in order to get the arty down?

@Chippy, I agree. I find the arty more useful than airstrikes. Airstrikes take a tad too long to drop.

@Dom, I think you can lay down more than one arty. I wholeheartedly agree that if multiple FOPS are calling down arty then the spam needs to be controlled in some way. In previous builds, the FOPS wasn’t needed much because of ammo drop. Last night people were running out of ammo and more people were playing FOPS.

@MrFunkyFunk, I hear what you’re saying. I just want to hear/some players go SPLAT! That was rewarding and fun in previous games, especially when you manage to get a few players. Consider this. Right now there are 7 arty shells dropping (I think). What if fewer dropped but did more damage?


(.-COM-.PAIN) #8

Faster recharge please. I need to dominate as arty spammer.

I can live with how it works but I do miss the instant aiming from W:ET.


(INF3RN0) #9

I think the FOPS is fine as it is to be honest. I do however think that the interruption of the arty laser should only occur when being shot. The arty disables the EV in one strike. You have to rely on your team to clear the EV so that you can call it in the right spot of course, but I really think it works very well currently.


(iwound) #10

the art of putting down the laser marker is part of the skill.
if you want to lay down death then expect to be vulnerable when using it.

i feel atm that the overall impact zone is a little narrow. Previously they were too spread.
To use an LB street as a guide. You should be able to cover the street if you place it in the right place.
Then when on a bigger map it wont appear too intense and narrow.
it shouldnt cover an obj completely. needs more testing though.
a direct hit should kill and nearby should do around 40 damage.
it needs to be slower and with landing whistle.
Restrict the amount of uses at same time per team as in QW.


(Apples) #11

First you need to implement asap a shared recharge bar because playing white chapel on offense is just not possible now, well if people didnt abuse it it would be ok I guess, but give a shiny tool to some people and they will abuse it.

Just ragequitted a game because of that, I’m there to play and have decent games with fun, not being abused by people who love broken mechanics and use them in mortem.

/rant


(INF3RN0) #12

I think it was like 4 fops rotating arty strikes. That kept the EV disabled in one spot indefinitely. Even though I was killing wave after wave, I could not provide an artillery umbrella. Out smarted yet again!


(Apples) #13

The most frustrating thing and the thing that show arti system is broken is that the teams were pretty much even at this time, it wasnt like they were super duper better than us, but the continuous rain of lead in the EV was just boring as hell.

In these little maps, the cooldown must be shared to avoid the spam and the cooldown must be longer, to balance it out the arti can deal a tad more damage to player and / or last a little longer.


(INF3RN0) #14

I ended the map with around 50 kills, and I know overall our team had a higher kill saturation in general. The problem was really the fact that we could not make that EV budge because it was being disabled more often than I have ever seen. I believe they had 4 FOPS, 2 soldier, 2 medics and they were doing an awesome job of spamming that EV to hell lol.


(tokamak) #15

I need a distance counter on the painter.

People are also really complaining about the shake of the artillery. I like it but I think it’s powerful enough to screw back the damage from the artillery a lot. Right now it’s too lethal and too incapacitating, I mainly want it to be incapacitating, and once it’s no longer instant kills the artillery may also last longer.


(Runeforce) #16

ETQW had longer reload times of the artillery, the more field ops that were on the team. Worked rather well.


(iwound) #17

i dont know how people are getting 50 kills with arty. i never notice that much actual kills from it.
its still woefully underpowered against humans. obviously the current state of recharges and shake means its dominating the games too much.
but for me it feels all smoke and mirrors. people walk through it or near it with no effect at all.
so once its been restricted a little hopefully it will have a blanket effect with more people killing power.


(Kl3ppy) #18

Yeah that would be enough. Maybe every Fops increase the reload time by 10%. The damage to enemies is a bit weak, you need 2 (?) hits to kill/get killed with the arty.


(tokamak) #19

The visuals need to be improved as well. First round needs to be a flare, preferably non-lethal with a large push back, the other rounds need to have a lasting visible smoke trail so you can somewhat anticipate where the next round may land.

And yeah again, I want fire support to be mostly disruptive and lasting rather than lethal and short. Fire support needs to be about area control rather than about mass killings. I think the camera shake is a great thing if it wasn’t paired with such high lethality. If you, as a field ops could render an entire location useless to fight from for a good amount of time because you’re shaking everyone’s cams then that’s enough. What’s also a huge perk here is that cam shake functions indoors as well. So you could also turn a building strong-point useless by aiming artillery nearby. Beautiful! Give bonus assist xp for players getting killed while being ‘shaken’ by you but otherwise the incapacitating effect is more than enough.

It takes so much more skill to say ‘I want no more incoming fire from THAT location!’ than to say ‘I want everyone in that location dead!’ There’s a profound difference here because a less-lethal disruptive artillery requires you to think more in terms of bottlenecks than in terms of clearing a certain area.


(j4b) #20

the sound of the arty is much to loud. cant hear anything if arty comes down.