Brit Tactical Support "Artillery Cover"
Posts: 403
Counters everything and then drops smoke on your tanks
Posts: 4314 | Subs: 7
Give supressive barrage only supression ability not pining.
Then see how it works
Posts: 1585 | Subs: 1
Ability also calls down smoke on friendly injured tanks in area, meaning when you pop it you get to kill an enemy tank and save your own.
So obviously overperforming.
Posts: 738
tank
smoke
Oh wew, 250muni spent on nothing and my Panther drives to safety (the ability needs constant LoS to be in effect). But we might as well nerf brits only indirect fire option available anyway
Posts: 230
Permanently Banned30 muni
tank
smoke
Oh wew, 250muni spent on nothing and my Panther drives to safety (the ability needs constant LoS to be in effect). But we might as well nerf brits only indirect fire option available anyway
I cant believe you would defend such bs. Quite the fanboy arent you?
Posts: 738
I cant believe you would defend such bs. Quite the fanboy arent you?
Great rebuttal m9
You see I provide info for how to counter certain "omg OP" abilities, posters like yourself unable to comprehend they may need to L2P and take heed of this advice just turn on the fanboy accusations instead
Posts: 393
Posts: 230
Permanently BannedBut in your words okw being extremely OP is a balance issue, not a L2P issue. Yeah ok man. You're delusional. Have nice day.
Great rebuttal m9
You see I provide info for how to counter certain "omg OP" abilities, posters like yourself unable to comprehend they may need to L2P and take heed of this advice just turn on the fanboy accusations instead
Posts: 392
There is your counter play
Posts: 1072
A tip BLOCK HIS SIGHT
There is your counter play
Block his sight with what? Your units that are getting raped by the ability? How do you intend on blocking his LOS pray tell.
Posts: 640 | Subs: 1
Remove engine damage, keep temporary weapon disable. Perhaps the radius / duration should also be looked at. If it is hit with multiple nerfs, a price reduction could be in order (again, using Fortification arty as a baseline).
The rest of the ability is cool (it drops smoke shells on damaged allied vehicles in radius, very nice touch).
Posts: 1026
It is good for assaults, it is VERY good for punishing overextending axis players.
Posts: 392
Posts: 62
Posts: 128
Posts: 680
Do watch quite a few replays though, why is it not used by the top players?
Posts: 959
And how the already weakest faction (Brits) are supposed to stay in the game?
The are already the weakest faction in all game mods, please think about it you ignorant fanbois
Posts: 62
Posts: 1153 | Subs: 1
OKW don't have access to any smoke, I believe, other than WP from Falls/Obers. That's a problem.
Perhaps instead of being super accurate artillery, it could be area denial. Use your imagination: let's say the ability lasts 90-120 seconds, and every fifteen to twenty seconds a huge quantity of high damage rounds fall, rather randomly, in the target circle; the quantity of the rounds, however, will still inflict damage to units in the vast majority (80%?) of the area. Perhaps the first rounds can be not as saturated, or lower damage, thus giving the ability some usefulness in terms of damage due to the rather fast speed, but also some forgiveness for the axis players. This would allow some risky staying power from one's opponents, if they want to stay in a point and cap it between the salvos and also giving said opponents the opportunity to not get completely rekt!
It'd be a compromise, so nobody's really happy, but it still gives the Brits some damage, it gives them the area denial, but it also gives the axis players some maneuvering room and allows their vehicles to escape if they choose.
Posts: 181
Perhaps instead of being super accurate artillery, it could be area denial. Use your imagination: let's say the ability lasts 90-120 seconds, and every fifteen to twenty seconds a huge quantity of high damage rounds fall, rather randomly, in the target circle; the quantity of the rounds, however, will still inflict damage to units in the vast majority (80%?) of the area. Perhaps the first rounds can be not as saturated, or lower damage, thus giving the ability some usefulness in terms of damage due to the rather fast speed, but also some forgiveness for the axis players. This would allow some risky staying power from one's opponents, if they want to stay in a point and cap it between the salvos and also giving said opponents the opportunity to not get completely rekt!
Your suggestion removes most of Artillery Cover's uniqueness to make it another over-the-top damage dealer.
I'd suggest keeping it in theme with the rest of its doctrine by:
- Reducing damage on both anti-infantry and anti-armour shells (AT shells from 60 to 20, AI shells from 15 to 5)
- Removing the engine damage critical on the anti-armour shells
- Increasing the delay before the ability starts (from 4 to 6)
- Reducing the suppression on the anti-infantry shells slightly
The point of Artillery Cover is to support an attack by preventing effective defensive fire. At the moment, Artillery Cover can destroy an enemy defensive position by itself but these changes should move it back to being only a support ability while providing the UKF with an effective line-breaker.
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