I read a book called "The Last Full Measure: How Soldiers Die in Battle" and in that book, which traces warfare from ancient times (through the Iliad) to modern day. In the WWII section, there was one frightening statistic: 50% of all casualties were caused by indirect fire.
I believe that artillery is an integral part of coh. That being said, I think heavy artillery (anything larger than 155mm) shouldn't be build-able in game, but used as call-ins (like most artillery pieces are).
I think one thing that would be interesting to do would be, in the original factions, to swap the rocket artillery with the emplacements and put the rocket artillery into commanders. The rocket artillery is much more effective than traditional artillery simply because a player is able to instantly saturate an area with rockets, while traditional artillery is more about area denial or destroying fortifications.
I think every faction should get some sort of field howitzer and/or mortar and the overall effectiveness of them should be reduced (at least in terms of accuracy; German mortar sniping moving infantry is absurd).
Another note about artillery is the craters; heavy call in artillery (240mm, railway) should create huge craters with heavy cover.
indirect fire should play a big role in games, but with the current popcap system, adding more diverse artillery options would only serve to allow players to specialize in an area in large team games, and force players in smaller game modes to choose wisely.
In general, Artillery should be more accessible but also restricted both in terms of popcap and accuracy while still maintaining effective damage.
If there is some magic set of numbers Relic could come up with for these units that would minimize insta-wipes of lone squads in heavy cover yet allow artillery to accurately hit blobs, that would be an amazing step forward in strategy.
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Register Time: 20 Jan 2014, 06:00 AM
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