When you get hit by those is because you are no paying attention! And you deserve to pay for that. The cool down should be done away with.
The most powerful team is the one that is organized, but also the one that moves like one giant very packed murder ball, artillery/ari strikes should feel right at home but one strike won't do, and the cooldown is shared among team mates.
It would be crazy and interesting to see what it would be like if 12vs12 match everybody decided to use their artillery in a well coordinated series of strikes. Bit maybe Im hyping it, int isn't like one can't see it coming.


Artillery Strike & Air Strike Cool Down
Started by simon1812, May 01 2023 07:53 AM
1 reply to this topic
#1
Posted 01 May 2023 - 07:53 AM
#2
Posted 15 May 2023 - 01:00 AM
Bro this is a hard no for me chief... the cool down is there to stimulate reload time for the artillery and I really dont mind it until someone pops the arty without telling the team ... I feel there should be a vocal call out or a alarm that screams artillery is coming down on your position.. the only reasion you can tell the smokes apart is that you see a little bomber swoop in and drop the payload for an air strike and I havent noticed anything for the artillery unless you count the little flashes on the edge of the map when one is called.. there is no other way to tell haveing no cooldown for those strikes the whole enemy team could absolutely abuse the strikes
And strikes are annoying already when you have a team that constantly throws smoke while in in combat. 24x2 ( curently at the the time this post was written)) is hard enough already imagine when they add drop decks to quick play and the strikes have no cooldown.. strikes would be launched every second and in a wider area than already implemented the strikes in my opinion should not be touched as they are dialed in enough to call it good however we do need more of a visual connection between the two kinds of strikes
And strikes are annoying already when you have a team that constantly throws smoke while in in combat. 24x2 ( curently at the the time this post was written)) is hard enough already imagine when they add drop decks to quick play and the strikes have no cooldown.. strikes would be launched every second and in a wider area than already implemented the strikes in my opinion should not be touched as they are dialed in enough to call it good however we do need more of a visual connection between the two kinds of strikes
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