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Thread: Artillery Issues [AWOL]

  1. #1
    Tea's Avatar
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    Artillery Issues [AWOL]

    Some issues regarding Artillery I want to throw up for discussion/consideration. Before I start I want to add that I understand the devs have a lot on their plate and I think they are building an amazing game. If I didn't think so I wouldn't be here, however, this arti stuff is a bit f'd atm.

    1. Parrott Sights are broken af, I think we all know this and from what I understand speaking to a dev, they are intending to fix this. Glad to hear it.

    2. The main frustration is the AWOL issue with artillery officers. Firstly, I do not know why the devs felt the need to implement a far stricter zone for arti officers, but I feel the issue of rambo artillery officers on public matches is far less of a problem than the devs think. I have only witnessed an arti officer spawn in and rambo once, and that was on School House Ridge on the defunct Brockenbroughs Battery that no one likes to use anyway.

    The zone around the original artillery position has been reduced to around a 10-15 yard sphere around the battery you spawn in. However, you must be within range of two artillery pieces in order to stay skirmishing so that reduces your area of operation further. This is the furthest I could get from a gun, with two crew members standing next to it.



    For anyone that has spotted as an officer for a battery of 4 or more guns, standing 10 yards from your piece will allow you about 5mins of spotting before the residual smoke builds up and you lose sight of your targets, even with binoculars. To illustrate to new area of operation of an artillery officer, I have put together this crude, paint style childs rendering of an artillery position.


    If you are an artillery officer, you better get used to living inside a couple of square yards on the edge of your area of operation. I have heard people say that you should just have two members of your artillery follow you around. But do any think you would be prepared to basically miss an entire event to follow your officer back and forth?

    This is why I believe, in order to stop artillery having its knackers clipped, by basically rendering the artillery officer useless, the area of operation for the arti officer needs to be doubled at the least.

  2. #2

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    Makes sense to me. But how do you fix bayonets with Q tips?

    Give arty officers love

  3. #3

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    I'm going to preface this comment by saying I have no ill-will towards the developers, and understand that balancing a game is a delicate process that is crucial for the lifespan of a game, that being said, this needs to be fixed.

    I have, quite literally, died in arms length of my artillery crew before, after this update. We had 4 people total, myself being the officer, and I had the bright idea of having my crew move cannons up from deployment to get it into a better spot, and was literally dying right next to them because for some odd reason, if you are manning a cannon in any position whatsoever, you count as out-of-line, so my crew was getting on the elevation screw, or on a wheel, and boom, suddenly i'm AWOL, so we *carefully* moved the cannons, but unfortunately we had some messed up timings, so I still died sometimes. And then one of my crew members left my battery as he was getting frustrated because I wasnt around to spot for him as I kept dying.

    After a while, and then deciding to move the cannons a little farther, I died from skirmishers shooting at the cannons, and I kid you not, I could not even make it BACK TO MY CANNONS before I died due to AWOL. Every time I spawned, I had about 10 seconds to start running towards the cannons, but was then ticked on to the AWOL timer. I had about a 50-60 second run to make it to my guns, so as you can imagine, for the rest of that game, I spent my time trying to run back to my crew. After about three deaths, I was told I would be kicked if I died from AWOL again, so every time the AWOL timer went down to about 5 seconds, I had to leave the match, rejoin, take the officer spot again, and pray that my crew was running back to me so I wouldn't be counted as AWOL.

    Now you might be wondering "why don't you just take a private or NCO slot and call it a day?" Maybe because the enemy is 700-1100 yards away and you can't see jack shit without binoculars if you want to be firing accurate shots. In other words, it's absolutely ridiculous to have this sort of mechanic in artillery where, in some cases, you might not even have enough men to be counted as skirmishing even when you're standing next to each other.
    Last edited by ProfiFaust; 12-07-2020 at 04:07 PM.

  4. #4
    #Spread the love to the arty officers
    (Love you devs)

  5. #5
    Friendbeard's Avatar
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    Quote Originally Posted by Tea View Post
    Some issues regarding Artillery I want to throw up for discussion/consideration. Before I start I want to add that I understand the devs have a lot on their plate and I think they are building an amazing game. If I didn't think so I wouldn't be here, however, this arti stuff is a bit f'd atm.

    1. Parrott Sights are broken af, I think we all know this and from what I understand speaking to a dev, they are intending to fix this. Glad to hear it.

    2. The main frustration is the AWOL issue with artillery officers. Firstly, I do not know why the devs felt the need to implement a far stricter zone for arti officers, but I feel the issue of rambo artillery officers on public matches is far less of a problem than the devs think. I have only witnessed an arti officer spawn in and rambo once, and that was on School House Ridge on the defunct Brockenbroughs Battery that no one likes to use anyway.

    The zone around the original artillery position has been reduced to around a 10-15 yard sphere around the battery you spawn in. However, you must be within range of two artillery pieces in order to stay skirmishing so that reduces your area of operation further. This is the furthest I could get from a gun, with two crew members standing next to it.



    For anyone that has spotted as an officer for a battery of 4 or more guns, standing 10 yards from your piece will allow you about 5mins of spotting before the residual smoke builds up and you lose sight of your targets, even with binoculars. To illustrate to new area of operation of an artillery officer, I have put together this crude, paint style childs rendering of an artillery position.


    If you are an artillery officer, you better get used to living inside a couple of square yards on the edge of your area of operation. I have heard people say that you should just have two members of your artillery follow you around. But do any think you would be prepared to basically miss an entire event to follow your officer back and forth?

    This is why I believe, in order to stop artillery having its knackers clipped, by basically rendering the artillery officer useless, the area of operation for the arti officer needs to be doubled at the least.
    It ensures that Officers dont rambo, but officers not being able to move away enough to avoid the smoke to spot properly really defeats the purpose

  6. #6
    If the officer cannot see, being part of a crew is worthless. “Hey guys, let’s load this thing and fire in some random location! Sounds fun, huh?”

  7. #7
    I have to agree with Tea for this one.

    The radius given for the officer to operate in is not functional in any way without harsh risk of dying out of line, from artillery fire and infantry assaults/fire. The fact that the limits now given to the officer restrict how artillery units operate and render them useless. Making us unable to view the battlefield from a decent position away vision blocking incidents like smoke, weather, positioning and terrain make it impossible to do our jobs as officers and there is no need in this limitation given to us. You might as well give binocs to NCOs as well to aid in gun crews having some effective way to be able to make precise shots with artillery. The choke on going AWOL because you are 10 yards away from the nearest crewman makes no sense in my eyes.

    Justifying this as a way to stop trolls/rambos is not in any way a good reason to limit officers. In all my time playing as an artilleryman either as a crewman or as the officer myself - I have NOT seen anyone rambo away with the artillery officer class. Reverting back to the old In line system for artillery officers was a way better thing that happened for them since it gave us some decent room to work with the artillery and how we operate with them.

  8. #8
    The hotfix that got pushed yesterday actually helps with your main point in that it counts artillery pieces and limbers as players towards formations.
    The rightful ruler of the HRE, Holy Sloth.

  9. #9
    I Have to agree with Tea. Yesterday i was playing garlands stand and we moved the union cannons up all the way to the CSA battery, and when i got shot i had to get infantry to escort me back to the cannons so that i could stay in line. It is simply frustrating to play artillery officer currently

  10. #10
    Tea's Avatar
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    Quote Originally Posted by HolyRomanSloth View Post
    The hotfix that got pushed yesterday actually helps with your main point in that it counts artillery pieces and limbers as players towards formations.
    The hotfix helped with going out of line even when amongst your battery, however that hotfix didn't address the issue of Artillery officers being unable to spot effectively for their fall of shot due to having to remain too close to the guns. Also as Danish pointed out, its a nightmare just moving around the field now. I spent a large portion of an event awaiting at various spawns because the AWOL requirements are so severe for arti officers.

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