Artillery Attack Strengths

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George Geczy
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Post by George Geczy »

After recent tests, we are planning to make a few changes to the Artillery attack results. It seems that the use of Artillery versus armor units (especially tanks) is too devastating. Here is a summary of the changes that are being planned (in comparison to the OpenBeta4 and prior versions):

- Reduce the level of damage that Armor and 'hard' targets take from Artillery.

- Reduce the 'stack effects' of indirect fire (artillery) - right now, every unit in the hex receives damage at half the rate of the 'targetted' unit. We will likely make this a bit less.

- Artillery damage will be reduced against already-damaged units - right now, the second shot kills as many people as the first, this will be changed to take in to account that there are less people to be killed (more spread out) by the second shot.

- Increase the effects of 'Suppression', and make them last longer. Suppression will reduce the offensive capability of a unit while it is suppressed, but not affect its defensive strength. Sort of a 'heads down' thing.

Thoughts?
red
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Post by red »

George Geczy wrote: - Reduce the 'stack effects' of indirect fire (artillery) - right now, every unit in the hex receives damage at half the rate of the 'targetted' unit. We will likely make this a bit less.
Currently, what are the rules when a Bombard/Bomb Hex attack is done on a hex with multiple units?
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Balthagor
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Post by Balthagor »

First unit takes a heavy hit, all other units take a lesser hit no matter how many are there, even if you're fighting the stack limit and have 30+ units in one hex. (very hard to do, but possible)
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George Geczy
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Post by George Geczy »

red wrote:Currently, what are the rules when a Bombard/Bomb Hex attack is done on a hex with multiple units?
Right now, for indirect fire (artillery or strategic bombing), the attacker will pick one unit as the 'main target'. This unit receives the full amount of damage, and all other units in a hex (visible or not) will receive 1/2 the amount of damage.

If there is no visibility to the hex ("shooting blind"), then all units in the hex will receive 1/2 the regular damage.
kazrik42
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Post by kazrik42 »

I was wondering with all this artillery talk, whether or not you can have engineers build bunkers, trenches, etc. to help counter the damage down by artillery... Also if engineers do make these things mentioned above, do they make any other improvements...

Maybe I should have put this in an engineering thread...
red
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Post by red »

George Geczy wrote:If there is no visibility to the hex ("shooting blind"), then all units in the hex will receive 1/2 the regular damage.
Does this apply to cruise missles targeting buildings? I assume it does for units?
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George Geczy
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Post by George Geczy »

red wrote:Does this apply to cruise missles targeting buildings? I assume it does for units?
"Indirect" or "Area Effect" missiles do have this same effect (they damage all units in a hex, though may or may not have been aimed at a single unit). "Fortification Attack" and "Unit Attack" missiles (most cruise missiles are in this category) will only damage their specific target.

BTW, We have been talking about ways to make it a bit more clear what missile is what - there will be some updates by next beta to help sort them out. For now, you need to pop up the details of the missile and look at the icons at the bottom - indirect/area effect will have an "Indirect Fire" icon showing.
red
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Post by red »

I would find it useful to have a missle option to the effect that manually-targeted missles will only launch against the target type(s) they are most effective against.
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