Gun Emplacement Facility
Moderators: Balthagor, Legend, Moderators
- Balthagor
- Supreme Ruler
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Gun Emplacement Facility
This was added in 8.0.111 but we haven't heard much comment on it. Anyone using it? Comments on the balance?
Thanks!
Thanks!
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- Brigadier Gen.
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Re: Gun Emplacement Facility
It's still in the transport facility menu when you right-click on the map.
- Balthagor
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Re: Gun Emplacement Facility
That will be fixed for the next update. But how well does it work? Too well? Not well enough?
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- General
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Re: Gun Emplacement Facility
What does it actually do, its not clear.
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- Balthagor
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Re: Gun Emplacement Facility
It shoots. It's artillery on a fixed site. Like the air defense sites but vs. ground/surface targets.
I've been working on the GUI for the stats to show properly but having some troubles. Probably not the next update but the one after.
I've been working on the GUI for the stats to show properly but having some troubles. Probably not the next update but the one after.
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- General
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Re: Gun Emplacement Facility
Thats probably why I didn't think much of it as I couldn't see any stats.Balthagor wrote:It shoots. It's artillery on a fixed site. Like the air defense sites but vs. ground/surface targets.
I've been working on the GUI for the stats to show properly but having some troubles. Probably not the next update but the one after.
My SR:U Model Project, get the latest and post suggestions here:
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- General
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Re: Gun Emplacement Facility
A bit difficult to build.
The places I'd like to use them (e.g., Gibraltar, Suez, Pacific Islands) are one-hex locations and apparently you can only build them on open hexes.
Given that the AI isn't sending ships at me, it is tough to determine if they actually work. I built a bunch, but no baddies ever came to visit.
The places I'd like to use them (e.g., Gibraltar, Suez, Pacific Islands) are one-hex locations and apparently you can only build them on open hexes.
Given that the AI isn't sending ships at me, it is tough to determine if they actually work. I built a bunch, but no baddies ever came to visit.
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- General
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Re: Gun Emplacement Facility
I think they don't shoot either unless you build a facility in the hex AFTER you've built them too.
Can we get some basic stats on them please Chris?
Can we get some basic stats on them please Chris?
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- Balthagor
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Re: Gun Emplacement Facility
fixed for the next update.Aragos wrote:... you can only build them on open hexes...
I'll try and get some stats together.
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- General
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Re: Gun Emplacement Facility
Recommendation: Once you guys get the Guns working, I suggest replacing all of the Maginot Line hexes with them. The ML had large, emplaced gun batteries, as well as extensive field fortifications.
Other locations:
--Singapore
--Both ends of the Panama Canal
--Both ends of the Suez Canal
--Gibraltar
--Entrance to the Thames River
--Entrance to the Chesapeake Bay
--New York City
--Boston
--San Francisco
--Manila Bay
--Honolulu/Pearl Harbor
--Tokyo Bay
--Both ends of the Kiel Canal
Other locations:
--Singapore
--Both ends of the Panama Canal
--Both ends of the Suez Canal
--Gibraltar
--Entrance to the Thames River
--Entrance to the Chesapeake Bay
--New York City
--Boston
--San Francisco
--Manila Bay
--Honolulu/Pearl Harbor
--Tokyo Bay
--Both ends of the Kiel Canal
- number47
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Re: Gun Emplacement Facility
What is the range of those guns? I'm thinking of building them but I need the info first...
"If everyone is thinking alike, someone isn't thinking."
- General George Patton Jr
- General George Patton Jr
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- General
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Re: Gun Emplacement Facility
2 or 3 hexes depending on the range setting in difficulty.
My SR:U Model Project, get the latest and post suggestions here:
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- Balthagor
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Re: Gun Emplacement Facility
I've added some of these but would appreciate some feedback on how they impact gameplay before adding more. Singapore and Gibraltar for example.Aragos wrote:Recommendation: Once you guys get the Guns working, I suggest replacing all of the Maginot Line hexes with them. The ML had large, emplaced gun batteries, as well as extensive field fortifications.
Other locations:
--Singapore
--Both ends of the Panama Canal
--Both ends of the Suez Canal
--Gibraltar
--Entrance to the Thames River
--Entrance to the Chesapeake Bay
--New York City
--Boston
--San Francisco
--Manila Bay
--Honolulu/Pearl Harbor
--Tokyo Bay
--Both ends of the Kiel Canal
- Zuikaku
- General
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Re: Gun Emplacement Facility
My gun emplacements are without targets for now.
But what I woul'd like to propose is:
- Air defense sites do not have generic values any more. They have 4 "slots" that can be filled with real air defense battalions (guns or SAMs). That woul'd make much more sense. Only one per hex possible
- Fortifications can hold up to 8 additional land unit battalions per hex and provide additional defense bonuses for them (something like air bases for plair units). Only one per hex allowed. That woul'd make fortified hexes much tougher nuts to crack.
And cities should also be able to hold more regular battalions in addition to garrisons.
But what I woul'd like to propose is:
- Air defense sites do not have generic values any more. They have 4 "slots" that can be filled with real air defense battalions (guns or SAMs). That woul'd make much more sense. Only one per hex possible
- Fortifications can hold up to 8 additional land unit battalions per hex and provide additional defense bonuses for them (something like air bases for plair units). Only one per hex allowed. That woul'd make fortified hexes much tougher nuts to crack.
And cities should also be able to hold more regular battalions in addition to garrisons.
Please teach AI everything!
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- Sergeant
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Re: Gun Emplacement Facility
I figured I'd go and build myself an account since apparently no one wants to (or doesn't know and therefore can't) tell Balthagor how the gun emplacements are running. Personally I've been throwing them up on my all my ports, conquered and otherwise, and have to say they are a bit less powerful than I'd have liked. Honestly I only want them for anti-ship use around territory I'm not actively staring at (where I would otherwise have to leave a column of troops to make sure I didn't get invaded while not looking). Sadly for me, the guns take like 4-5 tiles of contact with a merchant marine to sink one, and since enemies send them in by the horde it really isn't terribly effective.
I was kind of hoping the guns would be more along the lines of taking out a single merchant marine before it can reach your shores (but probably not more than 1 since it needs to still be possible to overwhelm the battery with a d-day style invasion). Maybe you could boost the power and decrease the fire rate (also could get rid of the AoE they seem to have to make them less overpowering) so it kills the first invasion ship but can't reload in time to hit any others before they make it on shore.
This has just been my two cents. Feel free to ignore these statements if you find them to be either too difficult to o implement or too much of a game balancing issue.
I was kind of hoping the guns would be more along the lines of taking out a single merchant marine before it can reach your shores (but probably not more than 1 since it needs to still be possible to overwhelm the battery with a d-day style invasion). Maybe you could boost the power and decrease the fire rate (also could get rid of the AoE they seem to have to make them less overpowering) so it kills the first invasion ship but can't reload in time to hit any others before they make it on shore.
This has just been my two cents. Feel free to ignore these statements if you find them to be either too difficult to o implement or too much of a game balancing issue.