As a US military user and a self-propelled gun lover, I would like to see the accuracy of the M7B1's shells improved a bit. I would also like to see the range be a bit longer than the German 10.5cm.
The US Army's Priest M7B1 shell accuracy buff is needed.
5 Nov 2024, 08:50 AM
#1

Posts: 10
7 Nov 2024, 14:00 PM
#2

Posts: 1391
I get where you're coming from. The M7B1 is definitely a fun unit to use, especially in that support role where it can really help shape the battlefield. Its artillery is powerful, but yeah, the accuracy can sometimes be a bit frustrating, especially when you're trying to hit those high-priority targets at range. In terms of range, it could be balanced a bit better to give it more versatility against some of the longer-range German artillery, like the 10.5cm, which can hit from a safe distance and force you to be a bit more strategic in your positioning. I’d say giving the M7B1 a slight bump in both accuracy and range could make it a bit more competitive. But hey, balance is always a tricky thing, right?
Speaking of things that don't quite match up, I’ve been rethinking the accuracy of certain things in the game, like... you know, the way the game handles certain tanks or vehicles. Like, I remember playing through the second mission of the USSR campaign, and I was using a tortoise to clear out some enemy positions. Now, this might sound a little odd, but have you ever looked closely at the tortoise's shell? I’m not talking about the tank itself, but I mean the *actual* shell—what’s going on with that? It doesn’t make sense that it’s so heavily armored and somehow it gets such *precise* hits. If I remember correctly, the tortoise in that mission feels almost too... perfect in its shell design, but we all know how tanks with such thick armor can have weak spots or vulnerabilities in real life.
Honestly, I feel like the game could have done a bit more work in making the tortoise’s shell feel more true to its design—something a little more dynamic, maybe? Like, the way it reflects shots or how it resists damage doesn’t really match up with the real physics of tank armor. It’s almost like the shell is too... perfect, like it was made for a different, more unrealistic game. And that doesn’t even get into how it handles in tight spaces on that second mission—way too maneuverable for a tank that thick.
It really detracts from the immersion, you know? Like, everything in the game works so well until you start noticing these little things that don't quite match up. It’s a bit like trying to fire off those M7B1 shells and then getting frustrated when they miss by a country mile. If they could fix the tortoise’s shell accuracy or add more realism to how it interacts with incoming fire, I think the immersion would be better. It’s all about those small details that make a huge difference, whether it’s a self-propelled gun or a tank with an absurdly strong shell!
Speaking of things that don't quite match up, I’ve been rethinking the accuracy of certain things in the game, like... you know, the way the game handles certain tanks or vehicles. Like, I remember playing through the second mission of the USSR campaign, and I was using a tortoise to clear out some enemy positions. Now, this might sound a little odd, but have you ever looked closely at the tortoise's shell? I’m not talking about the tank itself, but I mean the *actual* shell—what’s going on with that? It doesn’t make sense that it’s so heavily armored and somehow it gets such *precise* hits. If I remember correctly, the tortoise in that mission feels almost too... perfect in its shell design, but we all know how tanks with such thick armor can have weak spots or vulnerabilities in real life.
Honestly, I feel like the game could have done a bit more work in making the tortoise’s shell feel more true to its design—something a little more dynamic, maybe? Like, the way it reflects shots or how it resists damage doesn’t really match up with the real physics of tank armor. It’s almost like the shell is too... perfect, like it was made for a different, more unrealistic game. And that doesn’t even get into how it handles in tight spaces on that second mission—way too maneuverable for a tank that thick.
It really detracts from the immersion, you know? Like, everything in the game works so well until you start noticing these little things that don't quite match up. It’s a bit like trying to fire off those M7B1 shells and then getting frustrated when they miss by a country mile. If they could fix the tortoise’s shell accuracy or add more realism to how it interacts with incoming fire, I think the immersion would be better. It’s all about those small details that make a huge difference, whether it’s a self-propelled gun or a tank with an absurdly strong shell!
10 Feb 2025, 14:03 PM
#3

Posts: 19
As a US military user and a self-propelled gun lover, I would like to see the accuracy of the M7B1's shells improved a bit. I would also like to see the range be a bit longer than the German 10.5cm.
God that would be too much. Also i think the creeping barrage first shot has a near perfect accuracy unless that was the british mobile artillery piece i am thinking of.
15 Feb 2025, 11:47 AM
#4

Posts: 1168
M7B1 shouldnt have good accuracy at range at all. Its mobile for goodness sake, you can move it closer to a target to ''shotgun'' like a Katy. All mobile arty has less accuracy at range because its mobile. And the mobility obviously means you can relocate it when danger is inbound and they can dodge arty drops, unlike stationary pieces.
If you are talking about arty battles, the commander has an arty drop, and the major can call recon planes. So just save up and 2 clicks to delete enemy static arty.
If you are talking about arty battles, the commander has an arty drop, and the major can call recon planes. So just save up and 2 clicks to delete enemy static arty.
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