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Why are y'all afraid to touch artillery?

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7 авг. 2026, 02:2019 часов
20.06.22
390

Why are y'all afraid to touch artillery?

We have 7 legendary assault weapons

6 legendary heavy duty weapons

5 legendary missile weapons and sniper weapons

4 legendary beam weapons and guided weapons

3 legendary close quarters weapons

2 legendary barrage weapons

And 0 legendary artillery weapons

Are we having difficulty thinking outside the box with artillery? Is just another rocket mortar all we can come up with perhaps?

You know having a high arc, long range, big damage isn't the only way you have to do artillery, right? There's plenty you could do with artillery to not upset game balance. I've got some ideas for artillery to maybe get the creative juices flowing.

Firstly the napalmer. Does pretty much what it sounds like. Fires multiple napalm canisters that leave a burning fire in a 10 meter radius around the impact site for several seconds, can be increased to 15 with implants. It fires in an arc similar to nade launcher. It has 150 meters max range and wide dispersal. 50% larger the hit cone thanrocket mortar and fuse to make up for lack of range. Doesn't do a lot of damage on impact but making contact with an active napalm flame applies burn status.

I think pogsterplays made this suggestion I'm going to second it here. That suggestion is an orbital cannon. As pogster suggested it, you aught to be able to hir an opponent or a spot on the map and within a couple seconds have a blast come from orbit to strike the enemy. Perhaps this weapon that fires the pods could have a real short range, say 50 meters, and it could fire in a straight line or perhaps a low arc. Perhaps have a semi-long reload and perhaps it could take 2-3 seconds for the strike to come down but it could also have an exceptional 20 meters radius that can not be increased and the highest energy variant would do hefty damage with the blast say like 75k or so which completely bypasses personal and mod shields

Finally I've got the shell shocker. This last one is the closest to the artillery we currently have in game, with a couple differences. It has a magazine capacity of 1. The ammunition is a powerful device which creates an electrical discharge on impact. It has a whopping 30 meters radius which can not be increased with implants. It doesn't do much base damage, but its strength lies in the fact that it also creates chain lightning. Mechs hit by this electrical discharge wil have electrical currents move from them to nearby opponents up to 10 meters (up to 2 chains for each mech hit) with -25% base damage for each additional target. This would be used for taking out large groups of enemies in a small area. Coincidentally a whole team grouping together with these at their spawns like they've done with other artillery would be really vulnerable to just one of these. So teams can't spam this artillery for an easy victory.

I hope that opened up ideas for the team how they could create new artillery weapons without destroying match balance.

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7 авг. 2026, 08:1514 часов
23.01.26
362

you forgot atomic bomb.. you only have 1 in magazine, you fire it and it does 90% damage to all mechs on the field. Then 1% every 20 seconds from radiation, up to 2 % with implant. 

7 авг. 2026, 11:0611 часов
26.06.24
145
Why are y'all afraid to touch artillery?

Artillery is tricky. Our game designers haven't come up with how Legendary Artillery can be developed without breaking the balance yet. BUT if our team has any good ideas for how we can add more Legendary Artillery that meets the current balance, perhaps something new will appear someday. But definitely far from SOON

7 авг. 2026, 14:247 часов
20.06.22
390
ηιgнт ƒυяу®
Why are y'all afraid to touch artillery?

Artillery is tricky. Our game designers haven't come up with how Legendary Artillery can be developed without breaking the balance yet. BUT if our team has any good ideas for how we can add more Legendary Artillery that meets the current balance, perhaps something new will appear someday. But definitely far from SOON

Yeah I saw your response to that post that was made in a similar vein to this one. But did you read any of my suggestions?

I think this hesitance is lame. I think your team has trouble thinking outside the box when it comes to artillery. Your team frequently releases new gear that breaks the current balance. But you're unwilling to risk doing that with artillery, likely because you are unable to think outside the box when it comes to artillery.

How about instead of trying to design an artillery weapon that fits the current balance without breaking it, since your team struggles to do that with any new weapon anyways, you instead design an artillery weapon and make it balanced later if you hav to.

7 авг. 2026, 17:055 часов
20.06.22
390

Maybe the problem is not with artillery as a category or your team having trouble figuring it out but with how your team designs new equipment to begin with

7 авг. 2026, 18:563 часа
23.01.26
362

well maybe they need to design 300 size maps for artillery weapons first then even gemini range implants will start to make sense, otherwise im not sure I ever seen anything bigger than 170 anyway.. Then we need to add zoom feature to sniper weapons, introduce wind, increase snipers range, oh is it another game already? Well maybe then artillery could be fun, otherwise i just dont understand why would somebody want it? 

I know!!! The new legendary artillery, it will have 5 shots, and it goes so fast that it can shoot through the floors.. when it's in the sky it looks like fireworks followed with rainbow colored flame. Then it explodes under the floor with 5m radius. We could put it on Lacewing, it will fly to the sky and shoot from the moon.

And im not sure why you ignoring my Nuclear bomb idea.. if you struggle to comprehend it doesnt mean it's not good.

7 авг. 2026, 18:593 часа
22.07.23
64

Two words. JELLO SHOTS.

That is all.

7 авг. 2026, 19:592 часа
26.06.24
145
BAAB

Yeah I saw your response to that post that was made in a similar vein to this one. But did you read any of my suggestions?

I think this hesitance is lame. I think your team has trouble thinking outside the box when it comes to artillery. Your team frequently releases new gear that breaks the current balance. But you're unwilling to risk doing that with artillery, likely because you are unable to think outside the box when it comes to artillery.

How about instead of trying to design an artillery weapon that fits the current balance without breaking it, since your team struggles to do that with any new weapon anyways, you instead design an artillery weapon and make it balanced later if you hav to.

I'd pass your suggestions on to the team

7 авг. 2026, 21:1237 минут
30.01.24
542

"How about instead of trying to design an artillery weapon that fits the current balance without breaking it, since your team struggles to do that with any new weapon anyways, you instead design an artillery weapon and make it balanced later if you hav to"

I wouldn't like that at all :-). You're saying that, since Plarium struggles to release new weapons with balance, they should embrace that fault and release any new weapon as is, balanced or not? Just so that a new artillery weapon, which not many people are asking for or care for, can get released?

When I read what you wrote, I realized I actually appreciate Plarium's caution in this regard. Nobody likes the fact that sometimes gear is released imbalanced. It's nice to see that, because it's considered a delicate enough issue (in terms of balance), a new artillery weapon is not being just blindly released. It's a good thing!

7 авг. 2026, 21:2622 минуты
30.01.24
542

Papa makes a good point about why the current game format (map sizes, but also things like 5-per-side teams) probably makes artillery in general a hard thing to get right. When we typically think artillery, we think large scale destruction. Given how strong some weapons are, anything stronger would be too strong. Anything weaker would not quite be how we typically think of "artillery" and you could ask why it is needed at all.

In fact, when I first tried rocket mortar some years back, I was surprised to see that it needed a sighted ememy mech in order to be able to fire. I expected it to be a "ground attack" kind of weapon. But I eventually realized it would be wrong (IMO) for the kind of game this is.