Artillery and Air Strike Consumables Video

Hello everyone,

Russian videomaker Amway921 recieved an exclusive footage of the new artillery strike and air strike Stronghold consumables. Check it out.

 

 

These consumables will be “produced” in special Stronghold buildings (unclear which one) for the SH resources. The level of the building will correspond to the strength of the strike (the higher the level, the stronger the strike). In the video, starting from cca 1:10, you can see the commander of the team calling in the air strike – he can set the area and he can set also the angle, under which the planes will approach. The plane drops basically giant HEAT shells.

Artillery strike uses the same circle aim as regular artillery, it fires big HE shells – the higher the level of the consumable, the more destructive the strike.

32 thoughts on “Artillery and Air Strike Consumables Video

  1. The arty seems to be a bit too sudden, it’s unlikely you would have maybe 20 guns called in for support and only firing one round. It should be lighter but longer. Maybe 5 guns firing 4 rounds in a salvo. The result shouldn’t so much be about causing damage but to delay or blunt an assault on an unexpected flank.

    EG rather than 20 rounds hitting for 1-2 seconds, 5 rounds then another 5 maybe lasting 30 seconds in total.

    • That would definitely be better, in this video it’s too sudden with too many shells in a small area.

      • Russian arty isnt known for half-measures, so thats probably where the scope of the bombardment is coming from. I do think there should be a delay between ordering the strike and its arrival, plus some warning for the observant. Say muzzle-flashes lighting up the the horizon on the appropriate side of the map, and a 10 second delay on arrival. Enough time for the alert to try to scatter, which may or may not succeed. Which has its own problems- scattering may well involve exposing your position and taking direct fire, or giving up your defensive position which may be a disaster against a well-coordinated attack, and not knowing where the bombardment is targeted which may lead to EVERY tank on the targeted side having to decide whether its staying or going, along with the attendant risks. Could be interesting.

    • You should look up “time on target.” All of the rounds arriving near the same time is more realistic than what you would think.

    • What about the way WT:GF has it implemented? you call an arty down, 3 seconds later first couple of shells (3-4) drop to get the range for the rest of them right and after about another 3-5 seconds the full barrage falls.

      This could work in WoT too! no need of a warning or anything, when the ranging shells start hitting, you’ll know which area is getting bombed and can get the hell out.
      It would be useful for making the enemy expose themselves as you bomb the area behind their cover, forcing them to leave or stay and die.

    • Artillery ought to be more geared towards area denial: the consumable keeps hitting the same location for a period of time to threaten anyone trying to drive through.

  2. Xensation told it perfect: its good for trolling noobclans who are only camping and hope somebody will come. Also good for reseting the cap and kill all capretards ;-)

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  4. Can’t wait to see this new arty in pubs games – after all, eventually it will come there knowing WG ;)

  5. >> These consumables will be “produced” in special Stronghold buildings (unclear which one)

    Nuclear Reactor, trolllololll…

    Like, really? Because WT planes are loved for they ability of raping tanks… WG is apparently “learning” from competition :/ .

    • And then your whole Stronghold gets demolished due to a meltdown, because Russian reactor technology is “da best!”.

  6. This’ll be fun to use. All of those retarded camping NA teams will have to think twice.