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?
Artillery Attack Strengths
Moderators: Balthagor, Legend, Moderators
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
-
- General
- Posts: 1092
- Joined: Feb 14 2004
- Location: New York
Currently, what are the rules when a Bombard/Bomb Hex attack is done on a hex with multiple units?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.
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
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.red wrote:Currently, what are the rules when a Bombard/Bomb Hex attack is done on a hex with multiple units?
If there is no visibility to the hex ("shooting blind"), then all units in the hex will receive 1/2 the regular damage.
-
- Sergeant
- Posts: 11
- Joined: May 05 2004
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...
Maybe I should have put this in an engineering thread...
-
- General
- Posts: 1092
- Joined: Feb 14 2004
- Location: New York
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
"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.red wrote:Does this apply to cruise missles targeting buildings? I assume it does for units?
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.