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Radius of Artillery strike increased from 50m to 60m.
Radius of explosive shell increased from 25m to 30m.
Radius of Air Strike explosive shell increased from 25 to 30m.
Upgrades: 2/10 -While certainly no buff will go turned down with the artillery strikes, raising the per-shell hit radius is likely a good idea of a place to start. However, 5m has done little more than to increase damage on targets you successfully land the Strike on, which is still almost impossible against even a target entering shutdown.
Tactics: 0/10 - Artillery & Airstrikes continue to operate as "teleporting grenades" that you can summon to a location, and after a long fuse, will explode. There's no area denial or tactical consideration other than "beam grenade to this location." This makes the idea of support powers disappointing. The artillery strike & airstrike also operate identically, with no consideration between them. Finally, because the majority of shots show up in a rapid cluster, they both are "one big shot and done" weapons.
Damage: 3/10 - With the combination of the damage increase last time, and the new radius, I've awarded another point to damage. They both do reasonable damage, but it's more akin to what I would expect from one shell, not dozens.
Accuracy: 0/10 - With a long call down time even on the improved version, it is still nearly impossible to hit a target without relying on them making a massive mistake, or having too little experience to notice what the smoke means. You cannot rely on these weapons to hit the target, which is rough for a one shot item.
Graphics: 0/10 - I've still yet to see the plane, the air strike graphic continues to look incredibly weak, the artillery shells continue to be recycled autocannon graphics. They are very lack luster visually.
Sound: 1/10 - It's nice Betty announces the Strike readiness, but there's still a massive lack of explosions, firey blasts, whistling of falling shells, etc. You can barely tell the weapons are in use and they often land with a PLINK! as the only sound you hear.
Upgrades: -1/10 - Accuracy Upgrades still reduce the radius your shells land in, with the intent of increasing damage. In practice this makes targets even more impossible to hit and ends up hurting the strike user 99% of the time. There's no way to turn them off!
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What would I like to see? Slow, heavy hitting barrages over wide areas, kicking up tons of dirt and such. Yes, this requires a new particle effect, but it should have one from the start. Also, it'd be nice if the fighter model could actually be seen (I know it's supposed to be there but I've not met a single person who's caught it), and if the airstrike did something other than just plop damage down in a small cluster. Maybe setting the area alight and making it burn for a while, causing heat and blocking visibility? Something?
I really don't want these weapons to be Call of Duty style support powers. In fact in an ideal world the artillery would take too long to ever hit an alert target, but would also make staying in something akin to a 600m area dangerous, thus making it useful to lodge campers out of position and such. That's what artillery should be doing IMO in a game like this!
Also, the upgrades should be increasing the duration/range or something. Having them decrease the radius will not work unless they shorten the "fuse" to about a second.
Conclusion
I'd still like to see Artillery Strikes slowed down to a big radius and a long duration of scattered explosions to act as a tactical area denial weapon (i.e. if your area is targeted, you have time to withdraw but if you stay you'll be facing serious damage risk), but most of all, I'd like these to be in some way useful.
As they stand right now they require a full redesign to evolve into actual support powers worth taking opposed to weak grenades. I rarely say this, but they are also one of the very few items in MW:O that needs a visual redesign as well; they don't live up to the visual quality presented by the rest of the weapon systems.
Edited by Victor Morson, 05 August 2013 - 12:52 PM.