It sounds like a bug that a few players have noticed — the anti-air units don’t seem to prioritize attacking nearby aircraft correctly and sometimes target the wrong location. Hopefully the devs address this soon. I’m also curious if others are seeing the same behavior.
Antiair Units
The new update was supposed to give them the ability to attack nearby aircrafts and not only defend with their defense stats. Even though they now have a short "radius" that makes it clear how far their anti-aircraft unit can reach, it just doesn't attack it. It doesn't matter if I make it stop in place hoping for it to literally "defend itself," and if I order it to attack the aircraft that's going to bomb him in like 30 seconds, its amazing brain will tell it to attack the place where the aircraft is flying from.
Please let me know whether this is a problem that affects only me or if others are experiencing it as well. If it's a technical issue, any news of it being fixed.
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They don't shoot on their own accord; you have to nudge them. Give them a movement order then stop, or if you have HC, change the fire setting.
- Alexander Suvorov.
I don’t think the anti air can attack planes, it just defends when there is a plane in the blue circle
Also I have reached the 600 post
They can...Bandersnatch wrote:
I don’t think the anti air can attack planes, it just defends when there is a plane in the blue circle
How? By clikcing attack and then clicking the plane?Dalex101 wrote:
They can...Bandersnatch wrote:
I don’t think the anti air can attack planes, it just defends when there is a plane in the blue circle
if you have premium you can force an attack by change or confirm your fire mode. (offensiv or anything except hold fireBandersnatch wrote:
How? By clikcing attack and then clicking the plane?Dalex101 wrote:
They can...Bandersnatch wrote:
I don’t think the anti air can attack planes, it just defends when there is a plane in the blue circle

otherwise you can give your stack a moving order and stop your stack then again.
I have read somewhere, that the AntiAir units have a 10min(perhaps its 15 min) cycle to scan for targets...so if you dont force the attack it can be, that an air-unit fly through the anti-air circle without damage.
It's 30 minutes, just like artillery, except they don't show a timer.
Read the comment from Roko above, he said how to do it.
30 min is the attack timer! Not the "check" the 30 or 40km attack radius for aircrafts. Thats the problem with antiair at the moment. it can be , that it doesnt shoot if a airplane is in range.z00mz00m wrote:
It's 30 minutes, just like artillery, except they don't show a timer.Read the comment from Roko above, he said how to do it.
When you nudge it like I explained above, they will immediately shoot if any enemy aircraft "dot" is in their purple circle.
- Alexander Suvorov.
There is a repeated 10min timer for scanning for targets in range. Artillery use the same timer. Since airplanes are so fast, they can potentially get in and out during that 10min window. You can force to shoot earlier if you "update" the army by giving it a command.
Do you know where the release notes proving your story are located?freezy wrote:
There is a repeated 10min timer for scanning for targets in range. Artillery use the same timer. Since airplanes are so fast, they can potentially get in and out during that 10min window. You can force to shoot earlier if you "update" the army by giving it a command.
If it's not too much trouble, could you please tell me?
What interests me more is the release note that mentions “There is a repeated 10min timer for scanning for targets in range” is exist.
Lol, he's a dev, he knows more than is published in release notes.
Oh and thanks for sharing, freezy.
- Alexander Suvorov.
Of course, if there isn't any, that's perfectly fine, but I do have the motivation to obtain secondary sources if possible.K.Rokossovski wrote:
Lol, he's a dev, he knows more than is published in release notes.Oh and thanks for sharing, freezy.
I am one of the contributors to the unofficial wiki.
Therefore, I aim to create articles based on reliable sources that address readers' interests.
Developers certainly know this game better than anyone else.
However, since they are human too, I believe it would be rather burdensome for them to directly explain their intended context to readers each time without risking misunderstanding.
Release notes often adopt a format designed to address this need.
That's why I asked where the release notes were located.
Is there one? My arty always fires (I don’t have HC so they’re on the default setting) on its own as soon as some enemy unit comes. I don’t use AA much so I’m not really sure about it.freezy wrote:
There is a repeated 10min timer for scanning for targets in range. Artillery use the same timer. Since airplanes are so fast, they can potentially get in and out during that 10min window. You can force to shoot earlier if you "update" the army by giving it a command.
Playthroughs might be coming. I will try my best to not get killed :) but if I do, pls forgive me :S .
Playthroughs have to wait, could be making one soon, or not. If not wait till next year.
Have a good game :)
The only thing I remember is my paratrooper got killed by an AA (when it landed the para was in the AA’s range) belonging to a neutral nation (relation peace-peace). Was this intended or not?
Playthroughs might be coming. I will try my best to not get killed :) but if I do, pls forgive me :S .
Playthroughs have to wait, could be making one soon, or not. If not wait till next year.
Have a good game :)
This timer was in the game since ages, probably since its release in 2015, so there is no release note for it. I mentioned it many times in the past, perhaps you even find older forum posts where it was mentioned.pod_than wrote:
Do you know where the release notes proving your story are located?If it's not too much trouble, could you please tell me?What interests me more is the release note that mentions “There is a repeated 10min timer for scanning for targets in range” is exist.
Yes there is, we get player reports sometimes that say their artillery doesn't automatically fire on enemies in range (e.g. when they send an arty on offensive firemode around) and usually it is just the 10min timer in effect. Even if you let your arty standing around, it usually does not fire immediately the second the enemy steps into range. But since land units are not as fast moving as air units, you probably don't notice often that it could have fired a bit earlier.Providence 031 wrote:
Is there one? My arty always fires (I don’t have HC so they’re on the default setting) on its own as soon as some enemy unit comes. I don’t use AA much so I’m not really sure about it.
The timer is there for performance reasons btw, we can't have checks running globally every second as that would cause too much server lag, that's why it only runs every 10min. And as said, you can force your arty to attack with a manual command.
Oh btw, it is also different if you gave your arty an attack command and it travels to a target, it should then attack immediately once it comes into range and its travel timer reached 0, because in this case the server knows the exact time where it should trigger a check for this army.
I apologize.
And thank you again for your response.
I should have narrowed the scope of what I was asking about.
Of course, you are under no obligation to answer if you prefer not to again in the first place though, what I was specifically asking about was the “10min timer” part.
The _timers_ firing frequency for artillery and self-propelled guns are 30 minutes, and aircraft patrols are 15 minutes, correct?
This is the first time I've learned about this specifications.
Thank you.
freezy wrote:
This timer was in the game since ages, probably since its release in 2015, so there is no release note for it. I mentioned it many times in the past, perhaps you even find older forum posts where it was mentioned.pod_than wrote:
Do you know where the release notes proving your story are located?If it's not too much trouble, could you please tell me?What interests me more is the release note that mentions “There is a repeated 10min timer for scanning for targets in range” is exist.
Yes there is, we get player reports sometimes that say their artillery doesn't automatically fire on enemies in range (e.g. when they send an arty on offensive firemode around) and usually it is just the 10min timer in effect. Even if you let your arty standing around, it usually does not fire immediately the second the enemy steps into range. But since land units are not as fast moving as air units, you probably don't notice often that it could have fired a bit earlier.Providence 031 wrote:
Is there one? My arty always fires (I don’t have HC so they’re on the default setting) on its own as soon as some enemy unit comes. I don’t use AA much so I’m not really sure about it.The timer is there for performance reasons btw, we can't have checks running globally every second as that would cause too much server lag, that's why it only runs every 10min. And as said, you can force your arty to attack with a manual command.
Oh btw, it is also different if you gave your arty an attack command and it travels to a target, it should then attack immediately once it comes into range and its travel timer reached 0, because in this case the server knows the exact time where it should trigger a check for this army.
Yes. And the attack-timer for flak (anti Air) units is also 30 minutes(but we cannot see this timer like it is for artillery or other ranged units.pod_than wrote:
The _timers_ firing frequency for artillery and self-propelled guns are 30 minutes, and aircraft patrols are 15 minutes, correct?
If you have anti-Air and Artillery in one stack and the flak shoots at a airplane, then the timer of the entire stack is set to 30 mins. That means , the artillery cannot fire until the timer is expired.
@freezy can you confirm this? because i tested this case 2 or 3 month ago . perhaps it has been fixed or it is no bug and a regular game mechanic
I am not talking about the regular attack timer (fire frequency) of the artillery or anti air. That is indeed 30min.pod_than wrote:
I apologize.And thank you again for your response.
I should have narrowed the scope of what I was asking about.
Of course, you are under no obligation to answer if you prefer not to again in the first place though, what I was specifically asking about was the “10min timer” part.
The _timers_ firing frequency for artillery and self-propelled guns are 30 minutes, and aircraft patrols are 15 minutes, correct?
This is the first time I've learned about this specifications.
Thank you.
I am talking about the range-check timer which checks if an enemy is within range of the artillery / anti air, that tells it to start the attack (after the attack starts, it then uses the 30min attack timer).
This 10min range check timer is global for everyone on the map, and it is hidden, not shown anywhere.
Artillery and anti air indeed share the same attack timer. Similar to how melee units and ranged units in the same army share the same attack timer. The attack timer is always for the whole army.Dalex101 wrote:
Yes. And the attack-timer for flak (anti Air) units is also 30 minutes(but we cannot see this timer like it is for artillery or other ranged units.If you have anti-Air and Artillery in one stack and the flak shoots at a airplane, then the timer of the entire stack is set to 30 mins. That means , the artillery cannot fire until the timer is expired.@freezy can you confirm this? because i tested this case 2 or 3 month ago . perhaps it has been fixed or it is no bug and a regular game mechanic
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