OldCrowBalthazor
Posts: 1108
Joined: 7/2/2020 From: Republic of Cascadia Status: offline
|
quote:
ORIGINAL: BillRunacre I'm wondering whether it might not be just better to cap artillery experience at 1, as there is a limit to how good the gunners can get, while leaving industry capable of being able to ramp up production if it is invested in. I also worry that the tempo might change too much if Gas/Shell Production research is allowed less chits in it, as once everyone starts getting higher Trench tech, there is an element of sitting and waiting for tech to counter the Trenches, which of course there should be, but too much waiting is less fun. You know...that would probably do the trick actually...and the tempo might be changed adversely now that you mentioned that. I personally don't mind the shells as they are..and I at least don't waste them when I got them. The problem all along as been the uber lethality of the artillery its self..especially when its in the 12 to 13 pt range with that experience that's easy to gain. One thing for sure, the artillery research nerf by taking one chit away seems to have helped. Tanaka and I waited for months till the latest patch came on line to do a match, and while artillery played an important part for both sides...it didn't dominate the game or the outcome...like they have done in a lot of matches I have been in, in the past. I know this is a thread about tanks, but it segued to artillery..and what they can do to those new beasts of mayhem, especially in conjunction with ground attack aircraft and elite infantry. :)
|