true, try the tricks yourself! its not very easy
Artillery Deploy Time and Packing up time
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Tgufyru wrote:
scuffed wrote:
BMfox wrote:
Why are we discussing the same thing in two different threads anyways?
Remember that most players in COW aren't super active. They chose Axis as a doctrine, stack infantry with tanks, send them on a long march and try to overrun their enemy by login in only twice a day. If an artillery buff would be introduced they would actually have a chance to win with their offline tactic. The point of using artillery is having to be proactive and micro manage.
Everyone in this game has the same toolbox. Tank lovers only use one tool with one function that fits all while other players chose to use a multifunktional tool with which they can do a better job. Now you are shouting "oh they use a better tool then me, please make their tool worse. You could simply also grab the multifunktional tool in your toolbox you know.
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BMfox wrote:
scuffed wrote:
we are trying to make the game balanced. If everyone is using the same "strategy" of shoot n scooting that doesn't make the gameplay fun or diverse, just who exploits this the most wins. If you have one play style like this then everyone will forget about using any other unit because why use them when you can spam arty and shoot n scoot while taking no damage.
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The setback of artillery is that it's slow and very week in melee battle. So you have a fair chance in catching and killing them. They are also very vounerable against air attack. I think that's enough weaknesses. It's not because most players don't use artillery or use them in a wrong manner that players whom did the effort to master artillery mechanics should be punished. That's like the other world around.BMfox
Moderator
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Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar
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and that is another reason to use sp artillery, it adds the dynamic of being able to move and attack fast.
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BMfox wrote:
The setback of artillery is that it's slow and very week in melee battle. So you have a fair chance in catching and killing them. They are also very vounerable against air attack. I think that's enough weaknesses. It's not because most players don't use artillery or use them in a wrong manner that players whom did the effort to master artillery mechanics should be punished. That's like the other world around.
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
This type of playstyle should be punished with set up time and pack up time so they can't boil down a strategy game to using this one mechanic the entire time cause it has pretty much a 100% success rate with barely anything you can do to stop it. Not good game balancing to have one tactic that rises above all else. There should be a risk factor when trying to deploy arty, like "if i deploy it this close to their frontlines i could get flanked and get my arty destroyed, but if they dont i can destroy this fortified position." This will add more dynamic to the game with you having to calculate more outcomes and make arty an actual strategical component.The post was edited 1 time, last by scuffed ().
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scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
BMfox
Moderator
EN Community Support | Bytro Gmbh
Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar
Found a bug or need help? Send a ticket here! -
BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
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BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
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Honestly scuffed does make valid point."I don't know jeff!"
Chris kamara -
scuffed wrote:
BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
enemy= 10 arty , 5 at, 5aa, 10 inf
you= 10 ac, 10 mot inf , 10 mech inf/(10 more mot inf)
you are faster ofc ( except for mountains don’t engage there it’s suicidal).
so, you chase him within (2 attack round) 1 hour and he needs to sack troops. (ac is half heatlh from barrage)
He would send out his inf and at, since you have 3 10 stack it shouldn’t be a problem its 30 against 15 you might take another 1 hour and a half to get through now your ac is dead( he only landed 2 shots cuz he needs to retreat) mot inf and mech inf is 3/4. You shouldn’t have a problem chasing his 10 arty and 5 aa , maybe he landed one extra shot (your forced marching) now mech inf at 3/8 , mot inf 5/8. AND you finally caught his arty ,(aa is useless in melee combat , it would just get one-shotted so i left that out) Then, here it shouldn’t be a problem as arty has trash defence stats. -
scuffed wrote:
BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
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The main purpose I do not like artillery is not because I cannot adapt to artillery. In real life innovative strategies often won battles for many of the greatest generals and conquerors. Overpowered artillery units completely stamps out the use of innovative tactics. A good strategy game should encourage players to use different troop compositions to beat the opponent. Although, 1.5 was mostly a good update in my opinion. Artillery was turned into an op unit, it dealt much more damage than before. Many of you may claim that nerfing artillery will cause nobody to use it. That is not true at all because artillery was used commonly in game. It was a good unit that took effort and skill to use. I wish to see more and more innovative tactics used in Call of War in the future. Almost in ever game, I see that over half the players only use the units, Artillery, Rocket Artillery, RRG, SP Artillery, and SP Rocket Artillery. This creates an extremely toxic environment for most players to win a game. Most players just want to have a normal satisfying game, but their own tactics are often stamped out by artillery spammers who have 25 unit artillery stacks. Many players are forced to respond similarly and also spam artillery. The lack of new tactics and troop composition makes me bored.
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Tgufyru wrote:
scuffed wrote:
BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
you= 10 ac, 10 mot inf , 10 mech inf/(10 more mot inf)
you are faster ofc ( except for mountains don’t engage there it’s suicidal).
so, you chase him within (2 attack round) 1 hour and he needs to sack troops. (ac is half heatlh from barrage)
He would send out his inf and at, since you have 3 10 stack it shouldn’t be a problem its 30 against 15 you might take another 1 hour and a half to get through now your ac is dead( he only landed 2 shots cuz he needs to retreat) mot inf and mech inf is 3/4. You shouldn’t have a problem chasing his 10 arty and 5 aa , maybe he landed one extra shot (your forced marching) now mech inf at 3/8 , mot inf 5/8. AND you finally caught his arty ,(aa is useless in melee combat , it would just get one-shotted so i left that out) Then, here it shouldn’t be a problem as arty has trash defence stats.
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vietcong2005 wrote:
Tgufyru wrote:
scuffed wrote:
BMfox wrote:
scuffed wrote:
"The setback of artillery is that it's slow and very week in melee battle." - Like i said, they will have other units grouped up with them in case you get too close for comfort to send them to defend the arty, then group them back up with the arty when your units are dead.
scuffed wrote:
"They are also very vounerable against air attack." - They are going to have AA with their arty as well as the other units for melee attack protection as i mentioned above. So this won't work either unless you want to waste all your bombers on one single stack of units.
you are faster ofc ( except for mountains don’t engage there it’s suicidal).
so, you chase him within (2 attack round) 1 hour and he needs to sack troops. (ac is half heatlh from barrage)
He would send out his inf and at, since you have 3 10 stack it shouldn’t be a problem its 30 against 15 you might take another 1 hour and a half to get through now your ac is dead( he only landed 2 shots cuz he needs to retreat) mot inf and mech inf is 3/4. You shouldn’t have a problem chasing his 10 arty and 5 aa , maybe he landed one extra shot (your forced marching) now mech inf at 3/8 , mot inf 5/8. AND you finally caught his arty ,(aa is useless in melee combat , it would just get one-shotted so i left that out) Then, here it shouldn’t be a problem as arty has trash defence stats.
Btw around what in game day are we talking about here? Like mid game or endgame? And winning or losing position -
obsolete diskussion.
Player without skills cry for nerfing a weak (if use solo) unit, wich is strong only in great numbers and with another numbers of closecombat and antiairdeffend units.
Also, even if nerfed, then artillery will be used in huge numbers instead of large numbers. Another unskilled player will come and cry.
I killed once 22er doomstack of 10 inf, 10 lt, 2 ht with single artillery. That was 10x speed event game, and enemy send his huge stacks for longruns while being offline 4+ ingamedays.
Sorry. That is not imballance of units.
Question is offline taktik vs online taktik. But it seems nobody want nerfing of onliners: my proposals to make 50% speed events for depowering of online taktiks was not supported by players, even by those who can not afford many online time for this game.
50% speed is "too slow" for them, they are ready to loose and cry for nerfing, instead try to play such "slow" events. -
I will let you know how ordnance takes A BIG TOLL on goods in the long run as you play, especially when playing with Pan-Asian doctrine.
Also, most talented players I have seen winning the game utilize planes rather than artillery anyways. Once tactical bombers reach enough upgrades and are produced in an insane amount, even 10 units of anti-air in a stack will not do enough damage. Note that this anti-air may not be upgraded much as the player in concern prioritizes other updates.
Shoot and scoot tactics are also applied to battleship battles as well, and are mostly used by players who tend to be active for many hours in a day. Such players are few and far in between in random battles, so check out player statistics to make a good judgment on what strategy to use.
Frankly enough, most players do not use enough rocket artillery - so when fighting against a stack of mostly artillery it will be OK to use a stack of upgraded light tanks/mech infantry. Arti damage is not as bad for light armor/infantry when compared to rocket arti - which again is not being utilized much.
No need to remove scoot and shoot. It should be left with the player to make them interested in having artillery as part of their tactics in conquest.
Want to discourage other players from using this strategy while you are offline? Why not use railroad gun as part of your defensive stack lol. A hit from those will surely discourage players from sending in their artillery anyways. -
Last Warrior wrote:
obsolete diskussion.
Player without skills cry for nerfing a weak (if use solo) unit, wich is strong only in great numbers and with another numbers of closecombat and antiairdeffend units.
Also, even if nerfed, then artillery will be used in huge numbers instead of large numbers. Another unskilled player will come and cry.
I killed once 22er doomstack of 10 inf, 10 lt, 2 ht with single artillery. That was 10x speed event game, and enemy send his huge stacks for longruns while being offline 4+ ingamedays.
Sorry. That is not imballance of units.
Question is offline taktik vs online taktik. But it seems nobody want nerfing of onliners: my proposals to make 50% speed events for depowering of online taktiks was not supported by players, even by those who can not afford many online time for this game.
50% speed is "too slow" for them, they are ready to loose and cry for nerfing, instead try to play such "slow" events.
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chrisgarci wrote:
I will let you know how ordnance takes A BIG TOLL on goods in the long run as you play, especially when playing with Pan-Asian doctrine.
Also, most talented players I have seen winning the game utilize planes rather than artillery anyways. Once tactical bombers reach enough upgrades and are produced in an insane amount, even 10 units of anti-air in a stack will not do enough damage. Note that this anti-air may not be upgraded much as the player in concern prioritizes other updates.
Shoot and scoot tactics are also applied to battleship battles as well, and are mostly used by players who tend to be active for many hours in a day. Such players are few and far in between in random battles, so check out player statistics to make a good judgment on what strategy to use.
Frankly enough, most players do not use enough rocket artillery - so when fighting against a stack of mostly artillery it will be OK to use a stack of upgraded light tanks/mech infantry. Arti damage is not as bad for light armor/infantry when compared to rocket arti - which again is not being utilized much.
No need to remove scoot and shoot. It should be left with the player to make them interested in having artillery as part of their tactics in conquest.
Want to discourage other players from using this strategy while you are offline? Why not use railroad gun as part of your defensive stack lol. A hit from those will surely discourage players from sending in their artillery anyways.
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vietcong2005 wrote:
My stratergies depend on speed and mobility, I don't want a cumbersome railroad gun dragging my army.
Want to discourage other players from using this strategy while you are offline? Why not use railroad gun as part of your defensive stack lol. A hit from those will surely discourage players from sending in their artillery anyways.
You emphasized it yourself that your "stratergy" involves speed and mobility, so why ignore the points I made in my earlier comment about countering artillery units with speed.
Furthermore, if you have so much "skill" go and try some other tactics to the win, not just artillery spam. On an ending note, you can use your "skill" to improve your spelling.
If you find artilleries that irritating with shoot and scoot, then wait till you hear complaints about battleship/cruiser stacks making the same thing.
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