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Tank Girl

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Please no COH Arty warnings its like running and telling the enemy hey we are going to arty you now please move we dont want you to get hurt LOL. Defeats the purpose

I wouldnt have a problem with that. But then make all artillery lose its tracers please... and make offmap arty at least harder to use or significanlty more expensive.
That stuff can wipe out whole armies in one blow. Highest loss to date: 2 Befehlspanther that died to the same offmap arty barrage...
Moving is also quite useless since the frontline is also so big and alle the units are so ridiculously slow. Aiming offmap arty is easier than Smerch in Wargame... and the smerch can at least be counter batteried.

EDIT:
A big fun is to see units, that are at the edge od the barrage "falling back" into the middle of the barrage... so safety is right in front of them, instead they decide to move backwards into hell, lol...

Also: artillery shells are quite loud, so it should have at least the sound of some shells flying through the air before striking.
 

CyberianK

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A big fun is to see units, that are at the edge od the barrage "falling back" into the middle of the barrage... so safety is right in front of them, instead they decide to move backwards into hell, lol...
Yeah I would really like Napalm areas and Offmap arty to add some additional scarecrow effect that makes units flee away from them not into/through them.

Someone call Polizei I clicked agree on Tank GIrl.
 

Claremont Waltz

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Faint shell screams for artillery would be cool even if off map stays the same. I'd also like occasional bullet whistles while zoomed into an infantry engagement.

Basically I want more cool ambient sounds that would add flavor without adding distraction.
 

roirraw

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I think off-map tracers would be acceptable but anything else is just overreacting. The price reflects the caliber and is a sacrifice for just about any deck that really depends on 3 shots of fire support to even gain ground against a more mobile battle group it's facing. Line of sight would negate any usefulness of the abilities, artillery is called in by the grid system and the game reflects that by different shot patterns. Low accuracy, 4 point grid system; Medium accuracy, 6 point grid system; High accuracy, 8 point grid system.

Removing the usefulness of these abilities will just allow for more blobbing by mechanized or armored battle groups. I would suggest as a player, be able to read your opponent's battle group on the field and know what unit options they have to chose from at any time. Pressure them to spend points on other units and counters. Don't push your units forward just to fall into a pocket defense that is easily smashed when you run out of cover or armor to advance with. At the same time, if you're a static player, you need to expect that you will take losses and not to complain about your play style being countered as such. This game provides many options to attack or defend, be asymmetrical and you will overcome.
 

local-festival

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I like having line of sight + channeled time. The strike should require LoS and there should be a short channeling time so the arty can be called.
How would you justify this mechanics for folks bend on realism, I wonder. It's not like your Pathfinders have to point laser designators on target for an inbound Paveways.
 

dmdelor

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I'm pretty OK with offboard artillery, too.

I see you said "4v4 or 10v10". Possibly it's the same problem as most Wargames where artillery and planes work fine in 1v1 and 2v2 but one you get to 4v4 and above they're kind of broken because they scale well with lots of players? The fix in that case would be nerfing them in high player count games somehow, but I wouldn't hold my breath on that because I don't think they've ever made that sort of change before so they probably won't start now.
 

Desty12345

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How would you justify this mechanics for folks bend on realism, I wonder. It's not like your Pathfinders have to point laser designators on target for an inbound Paveways.

But they would correct the fire, which is not really possible with 3 hedgerows between the target and the spotter.
Maybe make "Fire For Effect" with LoS and the other fire missions not.
Naval support does massive damage, as it should, but there is no way to counter it.
No tracers to fire back at, no warnings, only a massive barrage hitting you out of nowhere and wiping every soft target (maybe this is just my luck..).
 

TheDeadlyShoe

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Please no COH Arty warnings its like running and telling the enemy hey we are going to arty you now please move we dont want you to get hurt LOL. Defeats the purpose
Targeting was a lot more difficult in real life - and there's no sky god relaying perfectly accurate coordinates. Ground attack planes frequently relied on smoke dropped by spotters in order to make reasonably accurate attacks.
 

LKHERO

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How would you justify this mechanics for folks bend on realism, I wonder. It's not like your Pathfinders have to point laser designators on target for an inbound Paveways.

They don't stay until the artillery hits, they just need to stay long enough for them to call the strike down. Same duration as a heavy arty reload time, 3 r/m.
 

TheDeadlyShoe

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But they would correct the fire, which is not really possible with 3 hedgerows between the target and the spotter.
Maybe make "Fire For Effect" with LoS and the other fire missions not.
Naval support does massive damage, as it should, but there is no way to counter it.
No tracers to fire back at, no warnings, only a massive barrage hitting you out of nowhere and wiping every soft target (maybe this is just my luck..).
naval/railway barrage is powerful but pretty random. it doesn't actually saturate as well as 203mm-grade offmaps, which are more likely to actually kill things in the radius simply because of that. OTOH, anything it does hit is in a world of hurt.

i dont think it matters too much tbh. IRL, troops would retreat to prepared artillery bunkers/shelters/foxholes to protect themselves, and pop back up when the bombardment ceased, but thats not something that SD models.