Thoughts on Arty?


(blisteringOwlNest) #1

I was wondering on people’s thoughts on arty. I personally think he’s pretty balanced, but I’ve seen people want an indoor effect for him. Personally, I also wouldn’t mind seeing things like the time to deploy the arty being decreased, or the length of the arty being increased ( only because he’s my fav and I want him to be the best :P)

Thoughts?


(Amerika) #2

He’s pretty strong. The burst rifles are great and his ability is amazing outdoors at not only area denial and helping to stop the EV but also in causing a crap ton of screen shake which can F up aim severely.

I would like to see him get the equivalent of what Skyhammer has for indoor play (same for Kira).


(Apofenas) #3

To be honest, I also thought about Arty indoor usage. Funny thing, that outdoors he is just amazing merc, on maps with EV you see him 9/10 times. But indoors he is completely useless compare to Skybro, Stoker or Red eye with burst rifles and other handy stuff.

I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.

So he doesn’t get stronger himself, but makes stronger other mercs. Also get rid of spamming ammo packs in bunches for nothing, make them far more valuable, so as extra ammo augment.


(Naonna) #4

Ammo packs already slightly lower cool downs on direct hits.


(BananaSlug) #5

yes he is an amazing merc but i have no ideas for indoor usage


(bontsa) #6

[quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.


(Apofenas) #7

Well, may be he could get some kind of spotting ability? Although it’s not a job of fire support mercs.

Marker could also work like bomb squad - spot mines, bombs and stations for his team.


(Vaasref) #8

The marker could work as explosive killer.

And temporary deployable disabler. After a good buff for the Thunder nade.


(Dawnlazy) #9

He is awesome the way he is, my second most played merc with well over 90 hours.


(nokiII) #10

Arty is pretty good and doesn’t need an indoor capability. You can use him on all the important parts of underground. Everything else (bar Bridge last stage) is open already.
The only thing I would like to see is a fix to the targeting system, train tracks, stairs and bumpy roads are a nightmare.


(bizarreRectangle) #11

He’s useful most of the time, even in underground. Indoors he’s okay, he can’t use artillery but his burst rifles and infinite ammo supply are still good. I don’t think he needs any indoor ability, he’s fine the way he is.

I like the idea of special ammunition though.


(bontsa) #12

[quote=“hypnotoad;154125”]
The only thing I would like to see is a fix to the targeting system, train tracks, stairs and bumpy roads are a nightmare.[/quote]

Don’t mention it, I get shivers from imagining trying to call in artillery in Trainyard on open ground instead of walls :scream:

Overall now that I think of it from the light of this post, Arty & Kiras indoor issue, if felt being too large to put aside, could also be solved through map design and changes as you pointed out. Rather than spending time in coming up with some secondary ability. I.e. not that many people know that in Terminal 2nd stage, ammo cache in the escalator side of the MG balcony, actually has holes in the roof. That’s kind of the stuff I’m thinking, adding some sky accesses to key areas of the map if necessary.

After all their air support ability already “takes into account” loss of viability indoors by having shorter cooldown too than Skyhammah’s. More often more merrier aye?


(LifeupOmega) #13

Dude is solid, amazing counterpart to Skyhammer. Fuck his spotter though it’s so finnicky, I’d rather just paint the area instantly and have an extended calldown.


(magnanimousMagician) #14

Strong, except for underground of course. Not sure why that map doesn’t get changed to be friendlier to calldown bros, especially when Stoker is so strong there.


(bontsa) #15

I dunno why Underground weakness is being brought up so much though. Fella can strike both objectives (if 1st C4 is planted where it should, he can annihilate anyone approaching to defuse), entire 1st stage roof and both Attacker/Defender “walk pipes” leading to said roof, area around the 2nd obj platform and mid-way curve once windows are destroyded. Just about all areas necessary for dealing heavy dmg, denying objective and making enemies DTBO, aka Dig a Trench or Bugger Off from said areas making it easy to move them where you want.


(FalC_16) #16

Arty is my most fav merc believe it or not…I say please do not touch him!

I would absolutely disagree that he is weak on Underground. I managed to wreck ppl on that map, especially during the last phase. The bomb place is exposed and even attacking or defending it is very ez to clear the objectvie from players or mines from various angles.


(Splicer) #17

Arty is for burst rifle or Dreiss users. He’s pretty much the same as Skyhammer except with his Artillery strike acts different than Skyhammers Air strike.


(nokiII) #18

Because most of those people played arty once and think to understand how is strike works but in reality don’t know shit, but that’s a good thing, it insures, that arty doesn’t get nerfed.


(PoisonBoost) #19

[quote=“bontsa;154015”][quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.[/quote]

[quote=“bontsa;154015”][quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.[/quote]

[quote=“bontsa;154015”][quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.[/quote]

[quote=“bontsa;154015”][quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.[/quote]

[quote=“bontsa;154015”][quote=“Apofenas;153735”]
I thought to suggest an ammo pack buff. To rework it into special-ammunition packs. So he could not only replenish standard ammo, but also some abilities - minigun, nades, frags and mines. Not by a lot - about 10 sec or 33%. Also cut amount of those by 2 and increace reload to 20 sec.[/quote]

Actually, direct hitting ammo packs already replenishes target’s ability cooldowns by some amount, can’t remember how much from the top of my head. I remember it being less than 33% I think?

Packs you suggest would be so strong, Arty would pretty much be backboning any comp lineup I guess. 10 seconds cut from 17 second frag nade is…phenomenal. Even 33% off, slightly under 6 seconds, is helluva powerful. Shove 2 packs in Fraggers jaw and he has another nade to pop almost instantly shivers

Dunno how it could be implemented without making already clunky artillery marker even more awkward, but since flashing effect is in the game already, how about pointing the laser into single enemy’s eyes making them flashed for brief period :’)

That or giving our poor Asians a pet tiger that is controlled with laser pointer and induce nasty scratches on any enemy bold enough to stand in the magnificent feline’s hunting path.[/quote]


(PoisonBoost) #20

Direct hit is 15% cool down I think