Why don't we have a look at how Counter Battery works?
After anywhere between zero and five seconds after enemy artillery fires within 250 range of the headquarters building, the 25 Pounder fires two shots with lower scatter than the Infantry Section barrage (as the buff that barrage received is not in the tools, this may change).
The 25 Pounder then waits four seconds before firing two more shots and continues this until its target has stopped firing.
While Counter Battery is activated, no units can be produced from the building using it but it does not have an activation cost.
I think there are a few problems with this ability in its current state:
- It is somewhat overpowering on smaller maps while being completely useless on larger ones.
- Its response time does not provide enough opportunity for smart artillery play.
- It can attack the base sector on some maps.
To solve these problems I suggest:
- Increase its range to match the other 25 Pounder barrages (from 250 to 1000).
- Increase the initial delay from 0-5 seconds to 15 seconds.
- Increase the delay between salvos from 4 to 8 seconds.
- Prevent it from targeting the base sector.
What do you think?
Nice suggestion. As Katitof implied, I think the delayed fire would take too long. Maybe the delay between salvos is nice and someone said a percentage reduction in munitions while it's active like 10% for being permanently active until disabled.