Smerch and astros ranges ?

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tkobo
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Smerch and astros ranges ?

#1 Post by tkobo » Jan 04 2006

Whats the deal with the ranges on these artillery systems ?

They are 2 to 3x times the range of other systems.

The info ive looked up on the net, says the ranges should eb about the normal, maxing out at like 90-100kms.
But the units in game max out at like 210-267 kms ?
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Uriens
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#2 Post by Uriens » Jan 05 2006

Actually, Smerch artillery has 70km range in game if you dont use 'enhanced ranges' options. Trust me, I use those in virtually every game I play. :-)

Don't know about astros though.

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#3 Post by tkobo » Jan 05 2006

Not sure what you mean by " enhanced ranges options", but research techs get the smerch up to 216kms and the astros 267kms (maxed out).

Mean while ,most other mlrs only have about 123 kms with the same research techs (maxed out).
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#4 Post by Uriens » Jan 05 2006

Enhanced ranges option is option you chose when you start scenario or campaign (advanced options menu) and it's on by default.

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#5 Post by Balthagor » Jan 05 2006

Uriens is correct, we use enhanced ranges for a number of things. If we didn't, many artillery would only hit next hex making indirect tactics very difficult. In the game lobby you can chose if you want "real world" ranges or extended ranges.

As for the Astros and Smerch, if you're looking up real world data, you need to compare it to real world in game or look at the equipment spreadsheet. The SS-80 can fire 90km, Smerch is 70km and the Chinese WS-1B is a wopping 180km! But these are accurate values. These systems are essentially just a step down from missile based units. They would compare to a scud launcher with scuds but it was determined that the missiles where just basic enough to not make them seperate missile units.

As for the question of balance, we're certainly open to discussion of the issue. In theory, we should have the damage from one shot of a WS-1B slightly less than a volley of scuds, but comparing this is difficult. When you get into the fine tuning of the values, you could even look at rating how much damage pre missile should be done, how many missiles per volley, and how many missiles tubes per truck to determine a combination of attack value, combat time and supply use that is realistic and keeps it balanced with missile units. Obviously, this is no easy task...
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