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well, arty is NOT the god of war, might have been close in WWI, but karkand aint WWI.
i think its perfectly used, except good firefights on karkand are ALWAYS broken up by the arty, which really sucks.
the solution? make tank rounds, APC rounds, SRAWs, or anything big destroy arty and UAV.
that means if an enemy tank sees your arty across the bridge, he can blow it up.
Yer not taking into consideration that after the arty is finished there is a window of about 20 seconds as enemy respawns hoping to return to that area. If your team is first there with the most you can actually push the enemies back across the city.
If ARTY was so "Obselete" and old school why then is today's military use it so much? Heh. All I had to worry about was a mortor with 4 rounds (Novalogic) or a self propelled arty unit (Final Desert Combat BF2 Mod) with it's own risks.
Static firefights with both sides attriting the heck out of each other until the last ticket wins the game for the side with the least deaths is really idiotic. But Ive seen it happen many times in the game. Find the enemy, Fix him in one spot, manuver to get around and kick his ass. Arty if you have to but get thru that stronghold into the rest of the town or battle area on your terms.
The main problem is commanders who think they need to shwll every little red dot they see on the map. IN a true combat situation, the commander relys on his field assets to call in strikes AS NEEDED. Most artillery is posttioned miles form the action so its up to the squad leaders to survey the field and call in a strike. Commanders should only fire arty when his/her squads call for it. EVen when a flag is neutralized is not a good time to go flinging lead all over the place cuz you might have your own assets trying to retake the postition.
Its just basic combat tactics.
I think the arty is a much needed part of the game. w/o it, it wouldnt have near the realizm it does now.
Learn to predict it and stay out of the huge firefights that attract the arty happy commanders attention. THere are always stragglers left to kill.
The main problem is commanders who think they need to shwll every little red dot they see on the map. IN a true combat situation, the commander relys on his field assets to call in strikes AS NEEDED. Most artillery is posttioned miles form the action so its up to the squad leaders to survey the field and call in a strike. Commanders should only fire arty when his/her squads call for it. EVen when a flag is neutralized is not a good time to go flinging lead all over the place cuz you might have your own assets trying to retake the postition.
Its just basic combat tactics.
I think the arty is a much needed part of the game. w/o it, it wouldnt have near the realizm it does now.
Learn to predict it and stay out of the huge firefights that attract the arty happy commanders attention. THere are always stragglers left to kill.
Thank you for reminding me of a big point I completely forgot.
If I am a commander and somehow the enemies are piled high and wide in the dozens trying to do a regular firefight, I a-fixing to arty them all. Ive have wiped out 20+ in one strike. Unfortunately I have to repeat that strike again and again and again. (Im not complaining! One arty kill = one ticket towards victory)
come back after the arty and you'll have a dozen dead corpses on the ground for you to stock up on points with.
Huh? Artillery KILLS YOU. The only time you survive artillery is you get winged by it and blasted out of the strike zone. Artillery does not leave a bunch of free revive points, it leaves a bunch of lost tickets.
Originally posted by Cornbread Mafia
I hate artillery. If anything it should have to be called in by a squad leader... And it needs to be friendly fire ON.... Also, Supply crates should NOT repair artillery and other assets..
A half-decent SO combined with a team that HOLDS the area will do nothing less than laugh at supply crates. You basically doom a tank somewhere else on the map, and feed the next SO runner some free C4 so he can blast THREE assets instead of 2. Awesome!
Since artillery restarts its cooldown when all guns are destroyed, you can shut down artillery forever even if they drop crates on it.
What bothers me about artillery is that once you get a solid firefight going, with front lines, and medics and support doing their job to help the rest of the team, in comes artillery to destroy the one bit of teamwork.
I hardly think it's that severe. If anything, artillery can help your team move forward against a persistant defense. If your squad is scattered (which they should be), a simple leader rotation gets you back on your feet after 15 seconds.
In this game, teamwork is destroyed and/or completely avoided because of artillery...
I'd go as far as saying teamwork is encouraged by it. Turtling your snipers up and having your medics keep them alive forever is not what I'd call teamwork. It's called moving somewhere you don't have to worry about dying.
Artillery forces you to keep moving, to get off your ass and split up, to spread across the map and get something done instead of uselessly throwing all of your energy at one point.
EDIT -- And for the record, with a half-competant team, forcing squads to call arty would do nothing. Arty is, more than anything, an advancement tool anyway, so there's usually a squad with a visual on the location to begin with. Only difference now is that the commander has to do something like give a demolition order to signal the squad to call arty. WHOOPIE!
And remember of course that the commander is supposed to be calling shots and controlling actions, not taking signals from squaddies that only have half the clue of what's going on.
This is what I always do, now with the UAV overflight actualy visible, it's even easier. I always take 1/2 of the flag (i.e. neutralize it) then, get out of the area of the flag. Look up, if I see UAV, I get out, if I don't, I still get out, then when I hear the bangs and what not, I just charge the flag, take it...done.
only thing that bugs me about arty is when my friend and I go on a sniping run, and the arty targets just the 2 of us, oh well at leasts its worth a laugh that the enemy commander wasted an arty strike on me instead of a group of people taking one of his bases.
Arty is made to counter squads/squad leaders, same with the UAV and scan (scan more so snipers, spec ops going for stuff and AFKs.)
I'd prefer things going back to BFV/42 style with no squad spawning and the only commander tool being the supply drop (which is a nice tool). I've played a few tourney maps where commander wasn't used at all. Very intense with 40 or so players on a 32 map.
I don't know about ruining gameplay in general, but I definitely think there should be an option to disable it. It's just annoying, I'd say 50% of my deaths on Karkand at LEAST are from arty. And 40% are from tanks/apcs. Another 5% are from hand grenades. I almost never get killed by an actual GUN lol
I love when I'm playing on the MEC side on Karkand... and I hear the guns firing, and promptly vacate the area, only to watch 5 of my teamates get owned. Even if I warn them, they just never learn :p
Besides staying out of the action and doing much of nothing, there's not really a "strategy" to bypass artillery blasts, especially on a cramped map such as Karkand.
Sure, arty can be avoided, it's just bloody annoying when it actually hits you. I find a lot of the time, you can fairly easily tell when there's an artillery strike coming your way. If you know when the last one landed, you can generally judge when the next one will come down, and where, based on where your oblivious buddies are grouped up.
I think a lot of the greif caused by arty comes from commanders using it to rape uncaps (ie... Wake Island)
Another element is the 'omfg I spawned in the arty strike and died' factor. Exceedingly annoying. A simple warning to the effect of 'this spawn point is being bombarded' showing on your spawn screen would be nice.
The other thing is commanders who will go ahead and throw it wherever the see the most red dots, regardless of their teammate's prescence. This is also due to a complete lack or foresight on some commanders behalves.
I've often found myself wondering how much artillery artillery truly contributes to gameplay, whether or not the annoyance level outwheighs strategic use. Perhaps some stricter limitations should be put in place, but it shouldn't (nor will it ever, I might add) completely removed.
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