(arty spam at slow and big heavy + probable xvm focus, problem: perma stun, punishing for not camping)
Next map: prohorovka, tier 9 heavy, 3 arties.
(my problem: Waffle TD was counterable, by not peaking out of terrain, but artillery is uncountarable, it punishes you for being active, and not camping on base, like
Next situation. Playing artillery. (my Problem, artillery is top by damage in most of the battle it joins:
I want to hear your opnions, find how many agree and disagree with me.
Does arty prevent camping or does it promote it?
Will having limit of 1 artillery per battle solve a problem?
What about nerf of shell trajectories?
Is artillery actually speeding up the battle? (People are afraid of not being in move)
Or is it slowing it down? (People find a corner and stay there for most of the battle, because they don't want to get hit by arty)
I've listed my own problems above, and here is my overall opinion:
I can only judge from battles with no artilleries in teams. Currently, artillery is just nothing but toxicity for normal tank gameplay. It doesn't serve any function and punishes you for nothing. While you can counter TDs or other tanks, just by assuming their location, and being able to cover from them, You can't cover yourself from artillery. Artillery is impossible to outplay, and in my opinion, artillery causes more camping than active gameplay. I also think limiting to 1 artillery is not the answer, hypothetically, one arty can focus down 1 flank, or 1 tank for whole battle. It also causes gameplay toxicity. Best solution would just be, limiting to 2 or maybe even leave 3, but punis artillery for focusing a player. For example after player gets hit, for 40 seconds they become invincible to any kind of damage and 90 seconds of invincibility to stun.