Bhael Fire, on 28 May 2014 - 05:58 AM, said:
High skill module?
Um...no, in fact I'm pretty sure we agree it's stupid easy to use...And it's also stupid easy to avoid (well, avoiding dying from anyway).
Stupid easy to use is exactly the problem.
So is stupid easy to spam.
Stupid easy to avoid, if it were consistently that easy, you would not see top teams bringing 12+ copies of it. You can catch even good players, and the cost for using it is barely existent. Hence we see it used as much as it is.
There is a breakpoint where you can simply no longer just "avoid" it every single time.
I don't actually have a problem with the damage output.
I take issue with the ease of use, and the amount of uses any given team can bring.
Joseph Mallan, on 28 May 2014 - 07:10 AM, said:
Actually since this is a war game at heart, I mean NOTHING actually exists to counter Arty.Other than Counter battery. and how would we do that since the cannons are not even "ON" the map/planet. I'm not against it but we would have to be given a means to counter fire and that means taking arty to counter Arty which does get done. So there it is the counter measure to arty would need to be Arty.
How realistic is this to actual arty though?
We are playing a wargame where I'm constantly told that "lostech" is the reason why our mechs have such awful night/heat vision in the year 3050 and why futuristic rail guns have an optimal range of 660m.
So the fact that you can simply look at a hill, press a button and have an Arty/Air strike drop exactly on that location doesn't seem to fit into this.
Aside from that, it's kind of silly to have 12 guys all calling up the Arty teams and demanding to get their Arty prioritized.
So the currently implementation isn't very realistic, nor does it have a valid opportunity cost per user, or for use en masse.
Part of me thinks that you should need to bring up your map, and select a coordinate. But that might be a bit punitive.
Edited by Ultimatum X, 28 May 2014 - 07:39 AM.