If there's one aspect of construction that receives a lot of hate from non-builders it's the flail. If someone wants to tell me otherwise and that they hate the flail less than something else go for it. Its faults are that it combines high damage with high AOE, surgical precision with the ability to use it without significantly putting one's self at risk if I'm doing it right. Any one of these features in a weapon could be fine, but all of them together is stupid and the only reason the flail HASN'T killed PS2 is because it's unavailable to participate 95% of the time. That said, artillery ought to have a place in this game, but it should be on par with the rest of the game's weapon powers and themes, as well as require team work to be effective. Referring to theme, I would say that this game kind of feels like 1960s-ish weaponry with a sci-fi skin over top. I say that because there are clearly helicopter-like things going on, but it doesn't have anything that makes it feel like modern warfare. Obviously on top of that it is not a military simulator, and in fact has quite an arcade feel to it. Anyways, point of that rambling, artillery should spray an area with lots of firepower, but not be reliable to hit any one thing, be very obvious when firing, and quite vulnerable if enemies are able to strike back in any meaningful way. So, what am I suggesting you ask? Take out the flail entirely, and replace it with 2 buildings: 1 is an artillery controller. The other is something like a howitzer with an exclusion zone in common with all the other gunnery, and a limit of 1 per player. Each player can add one howitzer, but all howitzers within a silo's power range will be controlled by the one common controller, and it's respective dart. From here the dart should work like the OS dart, not the flail dart (for those who don't know, the OS dart CAN'T be lobbed any distance, you have to get close to the target, making yourself vulnerable), have a 2 minute cooldown, and fire say...5?...shells out of each associated howitzer with a fairly large impact area. This way, if 100 shells land on you that's because 20 players each contributed a howitzer to a massive artillery park which is likely too large to be properly covered and you should probably go deal with it. Maybe also make each howitzer eat 100 cortium each time it fires so that it can present a logistical challenge. If this existed, would this be tuned enough to fire into the regular fights and add artillery to our combined arms game? I'll also float, if this also meant pocket nukes got taken away so there isn't toooooooo much blasting of big fights would that be a net positive for people who don't like getting sprayed with arty-like things?