It allows the player to fire an SPG across the map, as it where intended. This might seems like minor stuff but it's the kind of things that can prove useful sometimes during gameplayįeel free to tell me your ideas so we can model this the way we would like it.Įdited Augby also think that SPGs should have a feature similar to "armoured warfare" with the map mechanic. Which remains an overall inaccurate gun and can be usually avoided. We would need to test this to see how it could improve and check what are the players capable of doing with this but in general, the threat of artillery won't change much since you will have to stay within range of allies or get closer to drop the artillery. This could be linked to the radio skills, and the radio and just a bit of deepness of the whole artillery ability Ships could have even bigger range than the one pictured that could change depending on tests. Permitting to make the artillery ability now handy and avoids the need to get extremely close to a huge ship what is somewhat suicidal. Having this now allows you to communicate with bigger ships and coordinate the enemy ships location then use your small boat Artillery support on them if they are inside range of your allies. In high BR naval battles, when u get to use small boats the map is now abysmally bigger. Having these kind of mechanic could be available but might not be as useful as in tanks. In low BR this mechanic could not be very useful due to smaller maps and lesser use of the artillery. But the only vehicles capable of calling in Battleships artillery are the small boats. Naval battles are significantly large in map size. Sticking close to heavy tanks when advancing and using light tanks as spotters/Scouts for the whole teams artillery. This could allow players to play more cooperatively at the moment of defending or attacking a point. Maybe allowing some small SP or SL when u use a link up to destroy a target with artilleryĮach time you aim artillery outside your own range you gain or lose the accuracy gradually from your distance. If the heavy tank would be out of your range u cannot relay comms on him, In this case he is so u get extra range for your artillery which is helpful as there is a medium tank in the front that is spotting targets and provides the coordinates to aim your artillery. (Not sure if there's actually a designated crew modeled inside the vehicles that uses the Crew skill of radio operator, if there is then this would apply) or the radio device is still functional. Possible - The radio Operator/Machine gunner of those vehicle must be alive so the relay range can be used. Only heavy tanks and SPGs thanks to their larger or more effective radios and antennas can provide relay for radio Arty Strike communications across the map and within contact with your own artillery limit. Thus making it more useful in long range.Ĭurrently the only tanks able to use artillery are light tanks, medium tanks, and anti-aircraft vehicles.īut heavy tanks and SPGs could also participate. You see an enemy in that range, you drop artillery, reload and repeat.īut this could be improved, with what I would call, a " Chain of commands". A radio communications chainĪ radio chain of communications that allows you to extend the range of your artillery by using radio comms with your teammates to coordinate artillery strikes beyond your regular range. Here's my idea of a mechanic to improve thatĬurrently arty works like this, You got a range for your own artillery strike. But sometime when you use it, you will find that the enemy its too far, especially in big maps and naval battles. The artillery strike in War thunder is okay, is not the ultimate killing machine but works well when you want to harass enemy positions, block zones, or a camper even for scouting locations.
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