It's a game, not a simulator, man.S.L.Acker wrote:I know, but it's something that well placed HE should be able to do. It's also the case that real life artillery is more than capable of soft killing a tank even on a fairly wide miss. Of course arty as displayed in this game has unrealistic information to target with, and too few guns to bracket fire on a target or spend shells on ranging shots... I bet a lot of the issues with arty could be solved by displaying tanks on their map as fuzzy circles so you're never really sure where the tank is. An information delay on them moving or not would also be great.
For the game to work as designed, you need one SPG to be roughly as powerful and effective in battle as one tank. If artillery is reliably racking up 30-40% of the kills on the field despite making up only 20% of the order of battle, it's too powerful and the normal tanks exist mainly as big chunks of victim for the artillery. If artillery is seldom getting any kills, it's too weak and everyone will stop bothering with it. If it's in between, you've done it right.
So on the one hand, you can't give artillery crappy targeting information because if you do, the artillery players won't be able to aim- they'll just be spamming shells, which costs them credits without accomplishing much of anything; the game doesn't award points for missing the target. On the other, you can't give tanks historically correct vulnerability to 6" and 8" shellfire, because they'll get the shit blown out of them and the drivers of normal tanks (especially slow ones) will complain that they might as well not bother.
The current balance for artillery is pretty close to right- it works about correctly. The one reasonable complaint (which applies to both HE and normal tanks) is that the change in HE damage mechanics has made artillery and 'derp' tank guns too weak to be competitive- they've swung the balance too far away from the dominance of artillery and of direct fire guns like the (American) M2/M5 75mm and M4 105mm, which artificially favors the tanks with armor piercing guns and turns the thicker-skinned tanks into near-invulnerable monsters as far as low tier armor is concerned.
I remember taking over sixty shells from Tier 3 and 4 tank destroyers and tanks once in my KV-3. Granted, the bombardment kept me from seeing or shooting back accurately, and granted that this kind of performance isn't totally ahistorical, but the sheer impossibility of bringing my tank down was probably deeply frustrating for the three or four vehicles that were pounding on me. I suspect they spent more credits on ammunition than they got back for destroying my tank, and that's never good.