Community Input Needed

Sentry squad artillery cooldown time

Munnharpe 3 months ago • updated by WW1GameSeries 4 weeks ago 22

I think the cooldown time for sentry squad (Schützen, Belgians) artillery should be shorter. Now, this type of artillery is both less effective AND less frequent, which makes little sense to me. You'd think since it's only one shot, that it'd have a shorter cooldown than that of the rifle squad types' artillery barrages, instead it is longer. This goes for all three artillery tiers, in my opinion.

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Very true. Also I play with schützen / belgians a lot and I've noticed the squad level one arty is way more effective than the higher level ones because the cooldown gets so long it's not worth it.


I suggest the same cooldown times as the landser squad, but with larger explosion radius (larger than current) to make up for the fact that it hits only once. That would be very cool, especially with things like the "railway gun" -- I mean you expect a bigger bang from such a gun after all!

This will just lead to more officers spaming arty from no mans land and being completely useless for the team


You're wrong, this will lead to more squad diversity from people who want to spam arty.

As of right now lots of games you have 3-4 landser squads on the german side when the map is suitable for artillery.

This just means you could have half and half landser / schützen instead, which is just less boring at the end of the day lol

It's the same principle as to why suddenly on champagne lots of squads turn to stosstrupp for the mp18...

If you were to make the mp18 available for another squad, that weapon would be used just as much (no more, no less) but with 2 different squads instead.

Furthermore, the only logical way to diminish the number of mp18s would be to have more squad roles in total but less having mp18 in their loadout (for instance squads of 5 or 6 players).

Same goes for arty, if you had squads of 5-6 but just 1 NCO each that means less NCOs in the game (so less arty calls).

Also think about how there's US squad, tommies and poilus on Entente side that all have the same arty type, and just landser on german side. You know damn well there's just as much arty coming from the Central side on any game vs Entente, so no, the number of squads with arty does not equal the number of arty spams.

So bottom line fix sentry cooldown time already, there is no drawback to this. It will just add more options to the game.


So you're saying a shorter cooldown for arty will cause less arty spam and putting more mp18s in will cause us to have less mp18s?


Dude are you trolling or logically challenged? xD

I'm saying that the number of squads you can choose from that have artillery does not equal the number of artillery calls.

The number of PLAYERS with artillery is what equals the number of artillery calls.

Same thing with any weapon.

And like I said, 3 squads on Entente has artillery with short cooldown, 1 on Central, and the result is an equal number of artillery calls from both sides. That's proof that the number of squads has nothing to do with the number of arty calls. C'mon if you have played the game you know I'm right.


yeah, but lowering the cool down will just lead to more annoying arty spam by useless players. If anything they should make the cooldown longer. I don't care what anyone says arty takes zero skill

I agree that the cooldowns should be reduced somewhat for the Sentry (and Engineer) call-ins, seeing as four minutes on the third tier is just too long.

But I do also agree that reducing it too much wouldn't be a good idea either. I have personally grown to appreciate the longer cooldowns of the Sentry/Engineer call-ins since I knew I had to actually put some more thought and timing into where+when I wanted my heavy mortars/WP, much like when using gas. (unlike with recon or Line artillery/mortars)

I'm not going to go into my personal thoughts any further however since the Line+Sentry squads don't effectively have that much of an advantage over the more specialized squads. (Least that's the main counterpoint to increasing/streamlining cooldowns for Line artillery)

TL;DR According to the Balancing Doc, the Sentry call-ins are approved to be changed to:  60, 100, and 130 seconds vs the current 80, 120, and 240 seconds.

Verdun Call-ins, Squad, and Uniform Balancing from the Balancing Doc.


Great, more arty spam incoming.


If you hate arty so much why don't you make a thread about artillery in general, the issue here is balance between arty types.

Untitled, you need to understand, I'm a competetive player, i could write out a long detailed post telling the devs what values to change to get the most balanced arty and, even if it would improve the game, it would be ignored completely because comp players obviously don't know what's good for the game even though we play it more than anyone else.


Well basically what I'm implying is if you think there's too much arty you should suggest to have equally less arty of all types.

That doesn't change that sentry arty needs to be as good as the multi-shot arty to make things more diverse and less boring.

I've given it some thought cause especially in 128 players matches arty is out of control... Heck I might make the post myself.

the problem with arty doesnt stem entirely from the arty itself, creeping barage needs to be nerfed heavily but so few people in pubs have it that it doesn't bother me that much. The biggest problem i have with it is my nco's will just sit in a crater, spam arty the instant it's ready, and never get into the trench. They'll spawn me in the worst possible places where i get spawn killed. It's the most annoying thing and is going to get worse when the cooldowns are cut. Don't even know why i bother typing any of this out, the devs would rather listen to someone with 2 hours in the game than me

Sucky team players is a real issue in this game that's for sure.

Here's an easy solution I came up with about 4 months ago (don't expect a miracle but I'm sure it would help at least a little). Plus if they ever add that in, that opens the door to many more team-based things.

This would take effort to implement, so it's not going to happen.

xD haha.... if a sum function and a bunch of "if" conditions is too much work, there's no hope for this game.... So I hope you're wrong loll

It's the verdun devs, they can hardly make the scoreboard work right half the time.


Sentry squad arty takes skill to aim because it hits only once and not a very large area compared to multi shot arty. No matter the cooldown time you have to take your shots (usually with binocs) and try to predict when it will land. On the other hand with multi-shot arty you can aim randomly and still get kills.

Reducing the cooldown "too much" would be anything that would make it in effect more powerful than landser type artillery. That would mess up balance. But if it's the same there's no problem at all.

It would be nice to hear some thoughts from the developers about this topic.

Community Input Needed

Thanks for your suggestions. The design was that his type of artillery is less frequent but a bigger bang. In addition the sentry squads typically have more firepower in terms of MG and snipers than regular squads.  Please do insert ideas into the below sheet.