Opinions on Arty Post Kira/Rhino update


(Reddeadcap) #1

It has been really hard to view Arty, His special ability to call down an artillary strike as a sidegrade to Skyhammers, and With Kira available it feels like there is even less so a reason to use him over the others for any particular reason outside of missions involving him.
Stoker has yet to be released but his ability’s benefits are easy to understand over the rest, He tosses an incendiary/molotov like grenade which has its benefits as an area denial indoors as much as outdoors which other Fire Support Mercs lack do to their abilities being airstrikes, orbital strikes and the likes.
I’ve mentioned it in a couple of discussions about Arty but I wanted to know peoples thoughts on this on my own thread.
Arty really lacks a place between Skyhammer and Kira, keeping aside the fact that sometimes the terrain is your worst enemy and as many players put it, is a bit of a diva about where it deams markable and unmarkable.

I’ve thought up a solution, making Arty’s ability an actual salvo, at the price of maybe increasing its cooldown by a couple of seconds or a dozen, Everytime Arty marks an area five shells are fired at said area within small intervals between each strike and maybe slightly off center, See it as a centered Skyhammer airstrike or a slower firing but uncontrolled Kira laser. For direct damage at players or say an EV you mark the area, making it more likely to hit and controlled than say a Skyhammer marker that sadly landed just under that gutter rail of that roof over there, making it act like a grenade for area denial, Arty can just mark a bottle neck he sees enemies trying to go through if they want to go they’ll either have to wait for the fifth shell to hit, and in some cases maybe push through, not knowing if it was the last one or not.

Skyhammer has an uncontrolled airstrike going from his right to his left with the chances of his marker being turned to a grenade if thrown under any form or ceiling, Kira has a controlled high dps area deny laser with no indoor benefits, Stoker while lacking in the raw damage or control would have the ability to work indoors and Arty would be right between Sky and Kira: An initial marking for a location but no control over the outcome of where the blasts are going which would be more centered than Sky’s but lacks the high DPS of Kira.


(Gi.Am) #2

Arty’s place is allready right between Skyhammer and Kira.

Skyhammer has very highdamage, large directional AOE, on long cooldown.
Kira has a medium damage small but controlable AOE on a medium cooldown.
Arty has a highdamage medium AOE that stores 2 charges on short cooldown.

I know it seems like Kiras laser deals tons of damage but she isn’t. Sure it almost instakills most mercs and you can chase down people with it which makes it very useful. But Point the Laser to an EV and you will see that one Laserbeam does 50% of the EV over the full duration.

Thats the same amount of damage a single Arty charge does. And he has 2 of them. Kiras laserbeam also has almost double the cooldown of a single arty charge.

Arty brings constant highdamage AOE all over the (open) map. This way he can clean up an area and has the next strike ready to get some damage on the EV or clean out another emplacement.

Also a long lasting Area denial capability (which would look cool no doubt) as you suggested that can’t be disabled and can be cast across half the map. Could shutdown any atempt of planting / defusing / repairing objectives for a long time. Would be OP as hell (Kiras laser is propably OP in this regards allready).


(LifeupOmega) #3

Arty at the moment is trash. No one in their right mind would pick him over Skyhammer or Kira. Former destroys EVs, and the latter destroys mercs.

He needs a rework, because right now he feels like he doesn’t even need to be in the game. Something to make his strike appealing, or even a complete overhaul. Whatever he can do, Skyhammer or Kira do better.


(Szakalot) #4

I totally agree that Arty could work the way it did in ET. Obviously with smaller AoE radius for each individual splash, it would still work fine as a disruptive artillery. Either make it last a long time with long cooldown, or keep it split as is now with shorter cooldowns.

Almost any merc in the game has an ability that feels ‘dirty’. Fragger has instagib nades, Vassili has wallhack, Proxy can spam mines and use them as deployable-explosives; Aura can camp on an hp station, etc. etc.

Arty is not even close, there are some specific spots on the map that benefit from arty abuse, but overall you only get random kills with it.

Scales even worse with player skill. (Arty becoming more useless the better the enemies are)


(Reddeadcap) #5

[quote=“Szakalot;28609”]I totally agree that Arty could work the way it did in ET. Obviously with smaller AoE radius for each individual splash, it would still work fine as a disruptive artillery. Either make it last a long time with long cooldown, or keep it split as is now with shorter cooldowns.

Almost any merc in the game has an ability that feels ‘dirty’. Fragger has instagib nades, Vassili has wallhack, Proxy can spam mines and use them as deployable-explosives; Aura can camp on an hp station, etc. etc.

Arty is not even close, there are some specific spots on the map that benefit from arty abuse, but overall you only get random kills with it.

Scales even worse with player skill. (Arty becoming more useless the better the enemies are)[/quote]

While not really “Dirty” I agree, especially about Nader, once people realize to keep her close, unable to use her grenade launcher, and stay away to not be killed by her martyrdom theres not much she can do.


(superbLagoon) #6

I wouldn’t like a rework, because he’s fine as a long-range merc (nice weapons), only his Artillery needs a buff, and Skyhammer and Kira abilities need a nerf (Skyhammer’s ability shouldn’t act as a grenade for example, and why Kira instagibs when Arty doesn’t ? Kira should do constant little damage so that the fact that it can be moved would be more skilled).

I really like the spammable airborne nuke, and it should stay that way, as it’s unique. He should really disrupt teams from a distance, but contrary to Kira and Skyhammer who do that heavily once, he should be the guy that constantly keeps pressure, and the fact that it’s charge-based is really an awesome mechanic.

To buff his artillery, either make it so that it’s not interrupted by hits and with cast time, or make it interruptable but instant as soon as the initial channeling is finished. Also, as its AoE is really short, make it so that it instantly kills the targets inside its radius rather than the “splash” damage, keeping the actual setup. But I would be very sad should they remove or delete his artillery.


(Szakalot) #7

[quote=“Redcap;28646”][quote=“Szakalot;28609”]I totally agree that Arty could work the way it did in ET. Obviously with smaller AoE radius for each individual splash, it would still work fine as a disruptive artillery. Either make it last a long time with long cooldown, or keep it split as is now with shorter cooldowns.

Almost any merc in the game has an ability that feels ‘dirty’. Fragger has instagib nades, Vassili has wallhack, Proxy can spam mines and use them as deployable-explosives; Aura can camp on an hp station, etc. etc.

Arty is not even close, there are some specific spots on the map that benefit from arty abuse, but overall you only get random kills with it.

Scales even worse with player skill. (Arty becoming more useless the better the enemies are)[/quote]

While not really “Dirty” I agree, especially about Nader, once people realize to keep her close, unable to use her grenade launcher, and stay away to not be killed by her martyrdom theres not much she can do.[/quote]

the distance window is very hard to manipulat as Nader’s opponent. One long jump and she has you in her sights. Plus, nothing is easier to score direct hits against than opponents who try to bumrush you.