Question regarding Arty's artillery strike targeter.


(AggressiveHamster) #1

Targeting where the artillery strike lands is kind of a pain in the ass right now due to the targeter spazzing out because of aimpunch. Right now you sometimes have to take a while to actually aim it properly (Especially when dealing with a moving EV) and when a stray bullet hits you from across the map it completely messes everything up and you’re massively delayed with calling in the artillery.

I realize that the ability itself was already buffed fairly recently by speeding up the time it takes to call in the artillery, but are there any plans regarding doing something about the aimpunch issues? I’m also interested in other people’s opinions regarding the targeter because it seems rather clunky to me right now.

(Sorry in advance if I posted this to the wrong forum section)


(CCP115) #2

Welcome to Dirty Bomb! The game where everyone’s too busy asking for a Phantom buff to ask for an Arty one!

Anyways, yea this is a huge issue. Everyone has been asking for instant targeting, but I don’t even think that will help. I feel as though the Artillery designator should just be less sensitive to movement.
Funnily enough this is the only time I have ever noticed aimpunch. Otherwis, I barely notice aimpunch.

Trust me, it used to be way worse. Back in my day, we had to sit through a darn 0.5 second calldown while rocketjumping in lava…


(AggressiveHamster) #3

This actually sounds like a great idea. It should also make the aimpunch less noticeable.

Played in closed beta and definitely remember it being way worse, but it’s currently still not good enough imo. Really hope the devs decide to change up the targeter in the near future.

Thanks a lot for the response :smiley:


(watsyurdeal) #4

Honestly, I feel like we could take a hint from Battlefield Bad Company, and have the thing basically shoot a dart that marks the artillery strike.

Also…I feel like the strikes should just be an all in one thing. Instead of two of them at a time, just have the area be marked and be bombarded with strikes for a period of time. Area Denial.


(Gh0st1e) #5

I think that the damage and radius of Arty’s strike should be buffed and Sky hammers damage reduced.

3 direct Arty strikes should take out the EV from full health while Skyhammers airstrike, which is a carpet bomb, should not. One of the main reasons nobody uses Arty is because Skyhammer’s airstrike covers more area and can still take out the EV. Skyhammer is just plain better.

Also, I agree that the aimpunch and sensitivity need to be fixed.


(Samniss_Arandeen) #6

It’s also easier to call in 'Hammer’s airstrike, just throw the beacon over an obstacle and get back to shooting. Arty has to find that one goddamned pixel that’s a valid artillery target, and be completely defenseless during.

Fix the aimpunch on the designator and let him spot enemies with it, and we have a great in-between Skyhammer and Redeye.


(CCP115) #7

[quote=“Gh0st1e;82017”]I think that the damage and radius of Arty’s strike should be buffed and Sky hammers damage reduced.

3 direct Arty strikes should take out the EV from full health while Skyhammers airstrike, which is a carpet bomb, should not. One of the main reasons nobody uses Arty is because Skyhammer’s airstrike covers more area and can still take out the EV. Skyhammer is just plain better.

Also, I agree that the aimpunch and sensitivity need to be fixed.[/quote]

You can two shot an EV with Arty, it just never happens because of damage variance and targeting that’s slightly off, and blah blah.

I want the Artillery to be able to mark the EV as a separate entity entirely, so that way we don’t have to call down the Artillery in front or to the side, the Artillery will lock on and follow the EV instead.


(MarsRover) #8

I would be fine with just being able call artillery on top of the EV. Aiming it just to the left, oh it might miss better aim to the right, oh no wrong angle screw it lets aim in front, bang aimpunch bang can’t target bang and I’m dead - it’s super annoying.


(Gh0st1e) #9

@CCP115 I meant 2 artillery strikes, 3 was a typo.

My main point was that the artillery strike should be accurate and powerful while the airstrike covers more area at the cost of being as powerful.

Right now Skyhammer can take out the EV while potentially killing more people and doesn’t have to make himself vulnerable the way Arty does. Let’s not forget that Arty is completely useless indoors where Skyhammer at least has a “grenade”(I know it’s nothing special but it’s something). There’s really no tradeoff to playing Skyhammer over Arty.


(CCP115) #10

[quote=“Gh0st1e;82478”]@CCP115 I meant 2 artillery strikes, 3 was a typo.

My main point was that the artillery strike should be accurate and powerful while the airstrike covers more area at the cost of being as powerful.

Right now Skyhammer can take out the EV while potentially killing more people and doesn’t have to make himself vulnerable the way Arty does. Let’s not forget that Arty is completely useless indoors where Skyhammer at least has a “grenade”(I know it’s nothing special but it’s something). There’s really no tradeoff to playing Skyhammer over Arty.[/quote]

The only difference is cooldown, and effective range.

There is discussion however, of giving Arty and Kira indoor usage, to put them on par with Skyhammer, and to possibly make Stoker not OP on release.