Going to be killed for that, but... why not removing napalm instead of shockwave? Unless i'm wrong with the design, Arty's skills are mostly about timing the drops so they hit right when hordes go in the circles. Fire mission, shockwave, air strike all need a good timing (especially air strike, with the cooldown, cost, and spike effect) and careful placement to be effective and efficient. Napalm on the other hand is just a wall you place in the smaller chokepoint and nothing can go through. Doesn't cost many shells if you wait a bit between drops and flare a bit ahead, save shells compared with the other skills, completly sustainable with a supply station or a nice medic, and easier to use than fire mission / air strike. From what i see in games (EU server), people tends to completly give up fire mission once they got the napalm. Mostly the same about air strike, in spite of the awesomeness. Some big guns of the server advice to barely use fire mission to newcomers so they can spam the napalm. Unless it is intended... I still find the first holds before / after demeter to be the funniest part in a arty's life. You go completly crazy on bombing, and you can still do it without wasting shells. Once you got napalm, life gets boring, zombies and their half-rotten brains just walk in the fire, you can even look at your character to check if he's not hit by a ninja zombie. So... power-up the Asgard so it can compete with napalm and arty's post-T3 job stays storming stuff, instead of walling the team behind napalm like an explodemo does with armagedon? Or give shockwave barrage to the delta mando? I love playing both classes, but i feel shock shells are much more usefull than both grav and horror grenades, as they can perma-stun big targets.