This NEW thread was the appropriate place to put this "Suggestions/Criticisms".
OK, so WHY OH WHY is the artillery so weak on naval bombardment?
And, as if that were bad enough, it starts at 0.3 on Level 1 and doesn't go up with each level...not even a little bit.
And, as bad as THAT was, the lower three levels are 0.3 while the upper two levels are 0.2.
I don't like to use bad language but...WTF?!?
It should be this:
Level 1 ... 0.3
Level 2 ... 0.4
Level 3 ... 0.6
Level 4 ... 0.8
Level 5 ... 1.0
That seems like a more reasonable strength progression rather than actually getting worse.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
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180 Replies
9 May 2016, 15:42
Coastal and Rail way guns need to be either brought in, or buffed. This game misses vital parts of weapon tree's and often leaves players with no strategic defence
"If the tanks succeed, then victory follows."- H.Guderian "Hit first ! Hit hard ! Keep on hitting ! ! (The 3 H's)" Admiral Jackie Fisher "The 3 Requisites for Success β Ruthless, Relentless, Remorseless(The 3 R's)" Admiral Fisher Crates: a Term used to define any unwanted and unneeded feature in CoW Game Username: LordStark01
9 May 2016, 17:58
My words exactly.
Carl Wilson βDad, how do soldiers killing each other solve the world's problems?β β Bill Watterson, Calvin and Hobbes: Sunday Pages 1985-1995: An Exhibition Catalogue "Rule 1, on page 1 of the book of war, is: 'Do not march on Moscow'β¦ Rule 2 is: 'Do not go fighting with your land armies in China." Bernard Law Montgomery, British general
9 May 2016, 21:18
Quasi-duck wrote:
Hardly, the artillery in this game is way OP thanks to it's range. It most certainly should not be 50km.
Like I said in my previous post, my grandfather was a trainer of 20 mile artillery guns. They were most definitely used in the field and -- with forward spotting -- were worth the investment in taking a huge chunk out of the enemy before facing our front-line forces. 50 km may seem a bit far, but the 20 mile artillery weren't the most powerful guns prior to the start of WWII.
BTW, 20 Miles is roughly 32 kilometers. And if your forces are moving fast, that 50 km range will only hit once or twice before your forces reach them and negate their advantage (unless they've been properly positioned BEHIND your enemy's front line).
Anyway, due to the range vs. accuracy vs. strength vs. total shots fired per hour (which is only ONCE per hour), that distance rating is highly UNREALISTIC in that it is TOO SHORT. The artillery range would be fine if they were to increase the rate of fire to that of patrolling aircraft and this would make more sense when considering the potential of a target moving towards them.
Oh, and the 4 times per hour patrol rule is such that the hits are at a fourth of the strength rating so the damage is reduced but the cumulative effect can be greater if you are lucky enough to hit at least 3 times per hour which would be a greater than 50% odds which I suspect is the natural universal starting odds for all combat before all other factors creep in.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
9 May 2016, 21:27
You make damn good points.
9 May 2016, 21:33
I agree, I think Artillery is in need of a slight buff, to bring them more online with Aircraft. Artillery should have field support uses, not just for besieging forts.
Pax Romana Communications Officer
9 May 2016, 21:36
Thanks to @Diabolical I am in support of this idea and will stick one of my screensavers on here.
9 May 2016, 21:42
Quasi-duck wrote:
Hardly, the artillery in this game is way OP thanks to it's range. It most certainly should not be 50km.
Perhaps need one update.
"I came, I saw, I conquered" Written in a report to Rome 47 B.C., after conquering Pharnaces at Zela in Asia Minor in just five days; as quoted in Life of Caesar by Plutarch; reported to have been inscribed on one of the decorated wagons in the Pontic triumph, in Lives of the Twelve Caesars, Julius, by Suetonius. "Alea iacta est" Gaius Julius Caesar.
9 May 2016, 21:43
TankBuster wrote:
Coastal and Rail way guns need to be either brought in, or buffed. This game misses vital parts of weapon tree's and often leaves players with no strategic defence
Perhaps, the artillery need one update.
"I came, I saw, I conquered" Written in a report to Rome 47 B.C., after conquering Pharnaces at Zela in Asia Minor in just five days; as quoted in Life of Caesar by Plutarch; reported to have been inscribed on one of the decorated wagons in the Pontic triumph, in Lives of the Twelve Caesars, Julius, by Suetonius. "Alea iacta est" Gaius Julius Caesar.
10 May 2016, 10:46
Be careful what you wish for in regard to arties - you dont want a repeat process of Supremacy1914 - where its basically the one with the most arties, wins. I like them the way they are, and still build them aplenty.
edit: I do support the railgun buff though, would see them more in action. I like the unit, but often find it hard to justify the research and high build costs (dont get me started about the insane upkeep)
10 May 2016, 11:24 (edited)
What a lot of you guys seem to be not understanding is naval ships used to the same principles as field artillery or any artillery in WW2 for that matter. Battleships were capable of firing over the horizon, with the use of a spotter of course. Now if we consider the fact that MOST and I say most not ALL artillery crews had spotters or at least would be given coordinates (which naval ships used too). Both field and naval artillery would aim and find targets in the same way. Have you ever been in a main battery of a warship? I've been in 4 separate ships and let me tell you. you cant see jack, target coordinates would be sent down to the gunners and they would have to adjust the turret accordingly. which is exactly what field artillery do except they're not locked in a metal box. Now of course there is direct fire but a large percentage of the time naval battles would involve a lot of indirect salvos in the hope that one shell would land. Lets also realize one hit on a ship even a mighy battleship is enough to sink her if it lands in the right place. As a previous post said as well it would be unwise for stationary artillery to be within direct few of a mobile ship. Now that we have that out of the way we come to field artillery attacking naval units. If we assume that they have a spotter than hitting the ship won't be much of a problem as firing a gun from land makes no difference than if it was fired from a ship. We do though have the difference in power. the heaviest of field artillery match that of a standard cruiser (which still packed quite a punch), enough to sink any ship with enough hits). Now if we take all this into account we come to the realization that the only difference between the two for the most part is that one is in the water and one is on land. To sum this all up I agree that artillery should get a boost in naval attack perhaps even to the extent of them being equal to a destroyer in damage. Sorry for any points I missed or spelling errors, I wrote this on no sleep at 6am.
10 May 2016, 13:33
miech wrote:
Be careful what you wish for in regard to arties - you dont want a repeat process of Supremacy1914 - where its basically the one with the most arties, wins. I like them the way they are, and still build them aplenty.
edit: I do support the railgun buff though, would see them more in action. I like the unit, but often find it hard to justify the research and high build costs (dont get me started about the insane upkeep)
Good point there! Nobody wants a game that is an artillery race!
Carl Wilson βDad, how do soldiers killing each other solve the world's problems?β β Bill Watterson, Calvin and Hobbes: Sunday Pages 1985-1995: An Exhibition Catalogue "Rule 1, on page 1 of the book of war, is: 'Do not march on Moscow'β¦ Rule 2 is: 'Do not go fighting with your land armies in China." Bernard Law Montgomery, British general
10 May 2016, 15:39
Kollin wrote:
Battleships were capable of firing over the horizon, with the use of a spotter of course.
More common though was direct fire. Not indirect, like artillery, as there is no cover at sea. Usually.
10 May 2016, 16:45
I suggest one of two things:
Adding artillery not as a unit in itself, but as a support weapon integrated into infantry divisions. So, you would research artillery, but you can't actually build them. They'd just be automatically integrated in your infantry divisions, giving them extra firepower (but the infantry can't fire at range). It's similar to the HoI4 idea. However, the idea is that researching artillery would make your divisions go slower, and that SPA would not slow down your divisions, but would be integrated in your divisions in the same way.
The other way I can think of is way more simple. I think the arty range is ok. Just give them a much needed firepower buff.
The past is a foreign country.
10 May 2016, 17:16
yup,
Arty was not used against naval vessels, if so it was a desperate move and for the most part ineffective.
to use Arty vs navy is a flaw in tactics tbh ... lol
von
10 May 2016, 17:25
Pablo22510 wrote:
It's similar to the HoI4 idea
Is HoI4 out? I'm still on 3 with the dlc.
11 May 2016, 17:58
Quasi-duck wrote:
You make damn good points.
Yes, I do make good points and I'm glad you like them. I attribute my good points because I never use "Minute Points", "Instant Points", or even at-home points mixes. No, I make all my points from scratch.
Each point is carefully formed from a secret recipe with all the right ingredients and just a little bit of . Then, I use a cooler oven to give my points more time to rise just right, without having to worry about my points collapsing in on themselves.
Then, while they're hot and fresh, I like to serve a few of my points right out of the oven -- as fresh as can be . The rest of my points are left to cool and then I place those points in an air-tight container to maintain freshness for several weeks while I pull a few points out every once in a while for family and friends.
If I make a hardier version of my points, I may freeze some of them and they usually remain as pretty good points for up to six months that way. But after too long, my points could get stale and become irrelevant, so I always label my points so as to avoid serving any of my points once they've gone bitter or have soured . Those points are useless and wind up in the trash -- a waste of the ingredients. So I always try to make only enough points as are needed for the time being.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
11 May 2016, 18:20
Kollin wrote:
Sorry for any points I missed or spelling errors, I wrote this on no sleep at 6am.
Trust me, you never want to do that. I've paid the price because of that. I was banned from the chat system for a very long time because of my lack of self-control in that situation.
Kollin wrote:
Lets also realize one hit on a ship even a mighy battleship is enough to sink her if it lands in the right place.
That depends a lot on the power of the shot taken. A hail of a million rifle bullets, even if they hit the exact same spot on the side of a ship in sequence, will never sink it. Also, I know of no case in history where a single shot fired from even the biggest guns on a battleship has ever sank another big ship by itself.
Kollin wrote:
firing a gun from land makes no difference than if it was fired from a ship.
um...no. Firing from land has one distinct advantage over that of firing from a ship while the ship has a distinct advantage of firing from the sea.
Firing from land means you don't have to worry about even the slightest of movements affecting your precision aim.
Firing from the sea means you can fire from different positions without having to disassemble your equipment for general stability.
yin and yang, I guess.
Kollin wrote:
the heaviest of field artillery match that of a standard cruiser (which still packed quite a punch), enough to sink any ship with enough hits).
This also seems dubious. A railroad gun might be able to match that of just one of a cruiser's or even a battleship's main guns, but artillery are -- at best -- like the secondary guns on a cruiser or battleship. A battleship is a mobile fortress, typically, with nine or twelve gigantic guns each with independent aiming systems and the firepower of a railroad gun. So a battleship is like having a dozen railroad guns that move around as a team while at sea.
Don't mess with the battleship.
On the other hand, a railroad gun represents a team and/or group of railroad guns, so I think that unit should have it's firepower raised substantially. It's time to justify it's existence in the game once and for all. I say raise it's bombardment by at least 10 points in each category and no category should be rated at less than 15.
The railroad gun's speed is slow enough to make them possible to be avoided, so this much greater firepower is perfectly justifiable. For that matter, the at-sea bombardment capabilities of battleships should be raised a few points for each level, also.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
11 May 2016, 18:26
von wrote:
yup,
Arty was not used against naval vessels, if so it was a desperate move and for the most part ineffective.
to use Arty vs navy is a flaw in tactics tbh ... lol
I think this guy would beg to differ with you...
mio123 wrote:
but you forgot the Gallipoli naval battle, whene the british plan was to cut the supply line in the sea by capturing the Dardanelle, all the ottoman had to do was to reinforce the coast with their artillery and mine the position
the ships where slow and making hudge targets for the ottoman who didn't use any AP ammo, all they hade to do was to aim high, the canonball hit the ship deck and not the armored sides
Quasi-duck wrote:
Kollin wrote:
Battleships were capable of firing over the horizon, with the use of a spotter of course.
More common though was direct fire. Not indirect, like artillery, as there is no cover at sea. Usually.
Um, direct fire -- sort of...
In WWII, it was common to find an enemy at the very edge of the horizon and the battle would ensue. If the target was under-classed, it would try to escape, thus leading many battles to extend over the horizon before coming to an end.
von wrote:
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
11 May 2016, 18:29
Pablo22510 wrote:
I suggest one of two things:
Adding artillery not as a unit in itself, but as a support weapon integrated into infantry divisions. So, you would research artillery, but you can't actually build them. They'd just be automatically integrated in your infantry divisions, giving them extra firepower (but the infantry can't fire at range). It's similar to the HoI4 idea. However, the idea is that researching artillery would make your divisions go slower, and that SPA would not slow down your divisions, but would be integrated in your divisions in the same way.
The other way I can think of is way more simple. I think the arty range is ok. Just give them a much needed firepower buff.
I hate number 1, no offense, but taking away the arty and merging with infantry...no, just...no.
2, however, is spot on. Huzzah and hurray for number 2.! Let's all go take a dump with number 2 because 2 is better than 1. TWO-getherness is far better than being al-ONE.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all. The saying, "beating them into submission until payday", is just golden...pun intended. R.I.P. Snickers <3
12 May 2016, 04:18 (edited)
Diabolical wrote:
That depends a lot on the power of the shot taken. A hail of a million rifle bullets, even if they hit the exact same spot on the side of a ship in sequence, will never sink it. Also, I know of no case in history where a single shot fired from even the biggest guns on a battleship has ever sank another big ship by itself.
To clarify, I didn't mean a shot from any weapon would sink a ship. I mean that if a 8 in" gun, provided it lands in the right spot, hit a ship it could sink it, for example a main battery causing an internal explosion. the USS Arizona even though it was not by a cannon was sunk by a single bomb hitting the ammo store.
Diabolical wrote:
This also seems dubious. A railroad gun might be able to match that of just one of a cruiser's
These guns outclass or at least match the cruiser classes North Hampton, Cleveland, Portland, Leander, Town, Arethusa to name just a few. Also these gun were widely used and are just a small example of land artillery that was larger than naval.
As for you mention of railway guns, some far outclassed naval guns, a prime example is the Schwerer Gustav which had a caliber of 31.5 In" or the Karl-GerΓ€t with a caliber of 24 in". While the largest gun to EVER be mounted on a ship was only 18.1 in, this cannon was fitted to the Japanese battleship Yamato and Musashi
As far as when I said it makes no difference on land or sea I meant that the damage of a weapon stays the same.
Also for those who think railguns should be more powerful against naval units I agree, the Schwerer Gustav would have been capable of taking ANY and I MEAN ANY ship out with 1 hit, 2 at the absolute most. It was capable of going through 3 feet of armor plate, Which was mostly on the side of ships and 22 feet of solid concrete, no match for the wooden decks of naval ships.