Railway-Arty
![avatar of Kieselberg](/uploads/avatar/78077.png?updated=1578222522)
Posts: 269
Maybe the cost has to lowered to 150muni or sth.
![avatar of Lady Xenarra](/uploads/avatar/16689.png?updated=1673742845)
Posts: 956
Railway-Arty feels, compared to skillplanes and basically any other off map arty, way to weak for its price.
Maybe the cost has to lowered to 150muni or sth.
For humour
![avatar of IntoTheRain](/uploads/avatar/89345.jpg?updated=1616440053)
Posts: 179
I would still take Railway Artillery over 240mm Barrage in a heartbeat though.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Plane attacks in general feel stronger than Artillery Strikes.
I would still take Railway Artillery over 240mm Barrage in a heartbeat though.
Have you tried 240mm barrage lately (after the patch)?
![avatar of IntoTheRain](/uploads/avatar/89345.jpg?updated=1616440053)
Posts: 179
Have you tried 240mm barrage lately (after the patch)?
Yes?
![avatar of Serrith](/uploads/avatar/8327.jpg?updated=1450534590)
Posts: 783
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Yes?
I am not sure why in your opinion the 3 shot from Gustav are superior to the 7 from 240mm barrage.
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
Posts: 1614 | Subs: 3
I am not sure why in your opinion the 3 shot from Gustav are superior to the 7 from 240mm barrage.
Maybe cause the first Gustav shell lands dead center.
![avatar of Aerohank](/uploads/avatar/8718.jpg?updated=1398802096)
Posts: 2693 | Subs: 1
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
The railways main strenght is the first shell hitting directly on target. Good for taking out Brit emplacements or arty cannons.
Time on target does the same for 4 CP earlier and less cost.
UKF emplacements can survive gustav with brace.
![avatar of IntoTheRain](/uploads/avatar/89345.jpg?updated=1616440053)
Posts: 179
I am not sure why in your opinion the 3 shot from Gustav are superior to the 7 from 240mm barrage.
Its cheaper, the first shot lands dead center, and the two follow up shots scatter less.
While the 7 round barrage from the 240mm sounds impressive, the scatter distance is enormous, and it rarely hits anything. I expect more for 250 munitions.
Even if you just use it to try and force the enemy out of an area, there are at least half a dozen calldowns that do it cheaper and more effectively. It needs a re-tuning.
![avatar of ShadowLinkX37](/uploads/avatar/21439.jpg?updated=1478928830)
![Director of Moderation Badge](/images/badges/badge_DIRECTOR_OF_MODERATION.png)
Posts: 4183 | Subs: 4
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Its cheaper, the first shot lands dead center, and the two follow up shots scatter less.
And the simply mean you can move away from the warning smoke and be safe.
If you want to destroy a static a target TOT is simply superior, it comes earlier and it is cheaper.
While the 7 round barrage from the 240mm sounds impressive, the scatter distance is enormous, and it rarely hits anything. I expect more for 250 munitions.
Even if you just use it to try and force the enemy out of an area, there are at least half a dozen calldowns that do it cheaper and more effectively. It needs a re-tuning.
It is an area denial tool, you simply must leave the area for its long duration.
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
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Posts: 8154 | Subs: 2
![avatar of Grumpy](/images/no_av.png)
Posts: 1958
Railway-Arty feels, compared to skillplanes and basically any other off map arty, way to weak for its price.
Maybe the cost has to lowered to 150muni or sth.
It's worse than the Stuka dive bomb, fragmentation bombing run, TOT, and IL2 bombing run, but still has its use - specifically, wiping static arty. It's also better than the 240mm from US, which seems to be mostly about cool sound effects. This is only an issue if everything Axis needs to be clearly better than anything the Allies have.
![avatar of Support Sapper](/uploads/avatar/41907.png?updated=1653299013)
Posts: 1220 | Subs: 1
It is a copy paste ability anyway.
![avatar of thedarkarmadillo](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 5279
![avatar of SkysTheLimit](/images/avatars/rear_echelons.png?updated=1440837436)
Posts: 3423 | Subs: 1
![avatar of IncendiaryRounds:)](/images/no_av.png)
Posts: 1527
Permanently Banned1)Decrease cost to 150
2)Make the second and third shells land in quicker succession and reduce scatter
3)Increase # of shells from 3 to 5 and increase scatter to make it even better at area denial.
![avatar of Serrith](/uploads/avatar/8327.jpg?updated=1450534590)
Posts: 783
Definitely do not make it cheaper. If its not good enough for its cost, buff it. But making the endgame abilities that have high destructive potential cheaper is how you ruin team games. Becomes way too spammable
I would rather an ability be more spammable but dodgeable than not be spammable but near guarentee wipes.
Besides, the long cooldown already limits the spammability regardless of cost.
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