Should Field Op Artillery Strikes be in this game?


(Cyber-Knight) #1

Well this has been debated many times but heck one more. Is artillery seriously needed in this game?

I could give my opinion, but I won’t since it might pollute some peoples’ minds and opinions.


(Warskull) #2

Sometimes I really think the lvl 3 arty stike could really use a tone down. You can keep an area pinned down indefinately with it, especially if you have a command post.


(Wraith2k3) #3

I think there needs to be an option to severely limit artillery, or turn it off completely. Maybe even have a vote option for it.

As it stands, I think its fine for smaller servers, but on large servers with lots of people (I do play on 32 or 40 person servers once in a while) everything just turns into a huge spam-fest. If artillery were disabled or VERY limited it would stop this for the most part. I think playing on large servers is a lot of fun, but the only thing that drags that down is all the spam, so without it would be great.


(Machine for to kill) #4

Artillery is only a problem when one of the teams is crummy. I play only servers with 32+ people and I love artillery.


(Jahuu) #5

Artillery is just fine AFAIK. But on the other hand I play on small servers (normally 20> servers.)

Having more than 10 people on your team ruins the game IMO.


(^POTATO) #6

I agree.


(Sick Boy) #7

I would change the order of the levels: level 4 (enemy covert recognition)before level 2. This would postpone the arti-spam a bit in campaigns.


(Irrelevant) #8

I think it needs to be toned down a bit. Perhaps not providing any shells automatically, but giving Mortar users a distance as well as an angle.


(Warskull) #9

Some ideas instead of double length:
-Time between picking area with your binocs and smoke blast cut in half
-Same length as normal arty, but double the shells dropped in that time.
-Length only increased to 1.5 times or 1.25 times

On limited lives servers or servers with a long reinforce time it can really make a difference. I have been able to prevent anyone from getting in the side entrance on radar with a few arty strikes and manning the machine gun. I even had enough bar to spare to drop some ammo from time to time. Get just one other field ops doing something similar on the main entrance with 1-2 machine gunners cleaning up and you will burn through the attackers lives at an incredible rate.

Limiting things to 1 arty strike at a time though would really hurt things (especially when a FO who doesn’t know what to do with it starts using them.) However keeping it so players have that window to get through would definately help things. Arty would be able to keep an area pinned down temporarily, but you would need some man power to hold them at bay while your FO waits for his next strike.


(amazinglarry) #10

It’s fine the way it is…

If it bugged you that much you wouldn’t be playing this game still. Only until everyone boycotts it, would SD make any kinds of changes.

However, I’m not saying it wouldn’t be a good idea for an option to lower it (because there already are). I don’t play on servers that don’t have panzers or arty… and I almost always play medic. I think there should be as much whatever as the game was intended for. Just my opinion though, and we all know, people rarely agree with me. :smiley:


(Depth_Charge) #11

most time when i play on a 30-50 server and the whole other team is fops they ussually lose cuz tehy run out of airstrike support and teh engies plant (no engies to defuse) and people take whatever and axis lose.


(Kendle) #12

It’s not really a problem on smaller servers (<20) and / or Stopwatch mode (both of which I prefer). I refuse to play on servers with more than 3 maps in a Campaign or with more than 20 players, so it’s never a problem for me.


(Juan) #13

Try playing fuel dump or goldrush with no arty and within 5 mins you’ll be in the last stage of the map.

Nothing more boring for both teams than to be there for the whole remaining 25mins.


(SJ_Frankenstein) #14

that I get frustrated with unbalanced teams. :banghead: But in all fairness to the creators of this game, it’s not the design of the map that makes it frustrating when you run out of the spawn area and get blown to hell. In fact, it’s the team I am on that aggravates me more.

For example, not knowing what the objective is and not staying with the tug in Railgun, they run around willy nilly because they have no clue to strategy. Skill level is not the only thing that makes a balanced team. Everyone needs to share in the taking of an objective and not wanting to be a panzer whore or to be a cvops all of the time. When player classes are lopsided and no one is working as a team toward the objective, is when the game is a losing bet. Not only that but, as a medic, instead of tapping out let me revive you. That way you don’t have to run all the way from the spawn area to the tug, again teamwork. (That is if I’m on a team that even gets outta there, hehe…) As you can see from my rant here that I feel that my teams inablity to grasp the meaning of teamwork is responsible for not getting out of the spawn area around a few air/arty strikes. It’s not the map that prevents you from getting past that choke point. It can be done with a few good people that know what to do.

So, I have resigned myself to the fact that I am going to find this on a lot of the public servers. If it gets to outta control I try and do the best I can and when that fails I find another server. So, I wouldn’t change anything to the game, leave the settings alone.


(Dingo19) #15

Leave it the way it is and stop being such god damned crybabies. :banghead:


(Spark) #16

Dito.
I don’t understand the people abusing the game with 6map campaigns and more and then complaining about spam. Get real. :slight_smile:

Of course there might be a real issue for “normal” large servers (which I avoid), but there is still g_heavyweaponrestriction.
Even if you get a few Field Ops on Level three during a three map campaign, at least you would only have to suffer for one map usually. :slight_smile: