Cool. The simpler the better, I guess.Diabolical wrote:
I hate number 1, no offense, but taking away the arty and merging with infantry...no, just...no.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.
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.
Criticism of Artillery
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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arty is mediocre early/mid game , building them in late game is a bad idea , armies require to stop while firing those artyes , that means ure just a siting duck for enemy rockets
You are wrong in many aspects. Unit will stop to fire, but then it can move for another 59 minutes and fire again, so they are not slow. And saying that artillery is a bad is not true. You just need to use it properly.Funske wrote:
arty is mediocre early/mid game , building them in late game is a bad idea , armies require to stop while firing those artyes , that means ure just a siting duck for enemy rockets
Well, it is still slow compared to many other units. Self-propelled Artillery can keep up with Medium Tanks, for instance, but maybe SP-Arties shouldn't have the extra boost to coast defense.Paramunac wrote:
You are wrong in many aspects. Unit will stop to fire, but then it can move for another 59 minutes and fire again, so they are not slow. And saying that artillery is a bad is not true. You just need to use it properly.Funske wrote:
arty is mediocre early/mid game , building them in late game is a bad idea , armies require to stop while firing those artyes , that means ure just a siting duck for enemy rockets
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
It is the same gun on tracks, not much different. So that would make little sense.Diabolical wrote:
but maybe SP-Arties shouldn't have the extra boost to coast defense.
Hey, I'm just shooting from the hip, here. It's up to the people who pay attention to the historical portion to figure out the exact particulars of strength. I'm just thinking about the programming and game play practicalities.
The numbers you are hinting at are unimportant to the discussion. My point only is that -- for game play purposes -- it may not make sense to let SP-Arties have the same boosted coastal strength because they are a forward defensive weapon and not be carrying coastal defensive ammo with them whereas regular arties would if they were staying back to defend the coast.
The coast is fixed, but there's sea and land everywhere. Coastals would only need to defend that thin line dividing the two spheres of power.
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
You do know that it is AP used for anti-ship duties and SPA commonly had AP shells in case tanks and the like attacked, right?
This is just not true in this game, it's in no way a vital unit in long campaigns, infact it sucks pretty bad throughout the whole game. So much better to mass produce bombers. I agree that artillery and railguns need to be buffed.Caesar wrote:
The artillery is a unit capable of causing great damage, is a vital unit in long campaigns.
I use SPA all the time as it lets be utilize a similar tactic to Blitzkrieg, but I also use bombers to carry most of the attacks. field guns stayed the prime weapons of fire support up until 1943 (when SPA finally became useful) and the Second battle of El-Alamein (interesting fact, my Grand-dad fought there under the 7th Armoured division, i'll give a cookie to anyone who knows the divisions nickname) was opened with an intense barrage, the likes not seen since the Somme: and that barrage shattered German defences.Not A Communist wrote:
This is just not true in this game, it's in no way a vital unit in long campaigns, infact it sucks pretty bad throughout the whole game. So much better to mass produce bombers. I agree that artillery and railguns need to be buffed.Caesar wrote:
The artillery is a unit capable of causing great damage, is a vital unit in long campaigns.
It confuses me that Arty is so weak, along with Railroad guns- the Germans had a field day with those! The legendary cross channel duels being great fun for both sides! Coastal guns, which everyone made use of, need to also be implemented.
I think Arty needs a hefty boost, other wise its a completely wasted unit like naval bombers.
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Quasi-duck wrote:
You do know that it is AP used for anti-ship duties and SPA commonly had AP shells in case tanks and the like attacked, right?
I know nothing of the sort. What I do know is that -- for practicality purposes in gameplay and game maintenance, it would be better to just add stronger Anti-Ship functionality to Arties only. SPA's maybe should get a different boost in some other area, like against infantry. That way, you don't just graduate from building Arties to SPA's. I'd rather keep building both with each having a specialty. At the same time, I'd like not to add yet another gun for the coastal bombardment.
However, we could solve this whole thing much easier if we were to just give Fortresses a built-in artillery functionality based on the level of the fortress. And that could include a stronger Anti-Ship capability. This would pair well with my built-in AA capabilities that I've requested for Fortresses, also.
I would REALLY like to see Fortresses improved with weaponization of them.
Problem solved.
While I agree with that Arties need to be stronger, I don't believe it's completely wasted. As it currently stands, they are still useful behind your defensive lines and -- when paired with AA -- will seriously damage anything coming into a fortress either by land or air -- especially if kept behind the Fortress.TankBuster wrote:
I think Arty needs a hefty boost, other wise its a completely wasted unit like naval bombers.
Secondly, I totally disagree about the naval bombers. When employed according to their strengths, they can be quite powerful. The only real problem is that most folks won't research them or research them much. And, once researched, most won't build more than a token few.
Perhaps "sweetening the deal" could make them a little more favored. For one thing, they need to add a "Long term patrol" feature to Naval Bombers. Since a naval bomber would typically have pontoons, it would stand to reason that one could give them long range fuel tanks. Then, instead of a normal patrol, they would have the special option to do a one-way-only "hopping" patrol between two airbases/carriers.
Thus, instead of a radial patrol area, they'd have an elongated pill-shaped patrol area connecting their start and end points. Along the way, they can have way-point destinations on water route intersections (i.e., up to 3 water spots) between the start and end of their flight. That would represent water landings to rest a bit while waiting between segments for equipment checks, pilot naps, refueling from spare tanks, etc. Each water landing would require a 10 minute rest.
And, maybe the level of the bomber would determine the number of water hops it can take. Thus, level 1 has 0 hops (no one way patrols). A level 2 would have 1 hop, thus it would enable a one-way patrol with a start and an destination, though not on water. A level 3 would have 2 hops, thus it would enable a one-way patrol with a start, an destination, and 1 waypoint (which can be on water or at an airbase). A level 4 would have 3 hops, thus it would enable a one-way patrol with a start, an destination, and [upto] 2 waypoints. Levels 5 and 6 would each add one more waypoint per level thus having a maxed out naval bomber being able to have up to 4 waypoints between it's start and destination.
Level ... one-way mission enabled? ... number of waypoints
1 ........ N ................................ n/a
2 ........ Y ................................ 0
3 ........ Y ................................ 1
4 ........ Y ................................ 2
5 ........ Y ................................ 3
6 ........ Y ................................ 4

To further sweeten the deal with Naval Bombers, don't decrease the range bonuses for the higher levels. Thus, with a higher level Naval Bomber, it could perform a One-Way mission across larger expanses of ocean between continents or island hopping across the Pacific. Therefore, a Naval bomber could cross the Pacific from Japan to Guam to Hawaii to Los Angeles without carriers or convoying and in the time it takes to fly that distance while stopping at each waypoint and airbase for rest between segments of the flight.
One more thing: Because the waypoint idea is for at-sea flights, the mission would only act like a level 2 bomber in hops between missions from one airbase to another. In other words, the one-way mission would need to be endless hops over land. The water waypoints are for Naval Bombers exclusively.
However, the idea of a one-way patrol should also be allowed for other aircraft between two or more airbases and/or carriers (if they can land on a carrier).
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
Yeah, arty is cheaper and easier to sustain. That makes it special.Diabolical wrote:
I'd rather keep building both with each having a specialty
Arty shoud act as glass cannons , better dmg whyle attacking on range , no dmg , or a huge dmg penalty when attacking in close combat . actual arty dmg , compared to tacs dmg , makes me cry and laugh at same time
Actually, Artillery's advantage IS wiped out when the enemy reaches it. The damage numbers might be the same, but the fact that they are damaged in return makes their damage-causing rating diminished in the course of the battle.Funske wrote:
Arty shoud act as glass cannons , better dmg whyle attacking on range , no dmg , or a huge dmg penalty when attacking in close combat . actual arty dmg , compared to tacs dmg , makes me cry and laugh at same time
After all, an artillery can shoot at point-blank range. I would not want to stand in front of one when they lower that barrel parallel to the ground. In that case, it basically has the same offense as a tank with the same barrel. The only difference is that they are easier to capture by infantry.
I wonder if coastal artillery can have a negative elevation to shoot down from a cliff onto the sea -- or a beach -- maybe like in the Battle of Normandy?
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
U didnt get my point , arty need way better dmg , only at rangeDiabolical wrote:
Actually, Artillery's advantage IS wiped out when the enemy reaches it. The damage numbers might be the same, but the fact that they are damaged in return makes their damage-causing rating diminished in the course of the battle.Funske wrote:
Arty shoud act as glass cannons , better dmg whyle attacking on range , no dmg , or a huge dmg penalty when attacking in close combat . actual arty dmg , compared to tacs dmg , makes me cry and laugh at same timeAfter all, an artillery can shoot at point-blank range. I would not want to stand in front of one when they lower that barrel parallel to the ground. In that case, it basically has the same offense as a tank with the same barrel. The only difference is that they are easier to capture by infantry.
I wonder if coastal artillery can have a negative elevation to shoot down from a cliff onto the sea -- or a beach -- maybe like in the Battle of Normandy?
Artys can act as tanks , but they are incredbly innacurate at low range and reloading those huge caliber guns takes ages .
What are you on about!? A tank has a machine gun for anti-infantry duties, when charging an artillery cannon just weave. Even if you do get killed by a massive shell, your buddies will be able to take it during the massive reload time. This is why at the Battle of the Bulge an artillery unit that was attacked by German troops used rifles, not their cannons.Diabolical wrote:
In that case, it basically has the same offense as a tank with the same barrel.
Quasi-duck wrote:
What are you on about!? A tank has a machine gun for anti-infantry duties, when charging an artillery cannon just weave. Even if you do get killed by a massive shell, your buddies will be able to take it during the massive reload time. This is why at the Battle of the Bulge an artillery unit that was attacked by German troops used rifles, not their cannons.Diabolical wrote:
In that case, it basically has the same offense as a tank with the same barrel.
Perhaps you didn't read my next sentence within the same paragraph...see below:
Diabolical wrote:
The only difference is that they are easier to capture by infantry.
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
Tell me, how fast can an artillery team push forward a cannon? Tell me, what happens when mortars are fired on it? Tell me, what happens when it runs into enemy armour? Tell me, what happens when an American 105mm howitzer runs into a company of German 37mm AT guns?Diabolical wrote:
Perhaps you didn't read my next sentence within the same paragraph...see below:Quasi-duck wrote:
What are you on about!? A tank has a machine gun for anti-infantry duties, when charging an artillery cannon just weave. Even if you do get killed by a massive shell, your buddies will be able to take it during the massive reload time. This is why at the Battle of the Bulge an artillery unit that was attacked by German troops used rifles, not their cannons.Diabolical wrote:
In that case, it basically has the same offense as a tank with the same barrel.Diabolical wrote:
The only difference is that they are easier to capture by infantry.
Perhaps you didn't read my next sentence within the context it was intended...Quasi-duck wrote:
Tell me, how fast can an artillery team push forward a cannon? Tell me, what happens when mortars are fired on it? Tell me, what happens when it runs into enemy armour? Tell me, what happens when an American 105mm howitzer runs into a company of German 37mm AT guns?Diabolical wrote:
Perhaps you didn't read my next sentence within the same paragraph...see below:Quasi-duck wrote:
What are you on about!? A tank has a machine gun for anti-infantry duties, when charging an artillery cannon just weave. Even if you do get killed by a massive shell, your buddies will be able to take it during the massive reload time. This is why at the Battle of the Bulge an artillery unit that was attacked by German troops used rifles, not their cannons.Diabolical wrote:
In that case, it basically has the same offense as a tank with the same barrel.Diabolical wrote:
The only difference is that they are easier to capture by infantry.
I'm trying hard ... really struggling ... not to insult you personally, here.
I never disagreed with you on the fact that artillery should be relatively easy for infantry to capture if they approach it and that it is easier to approach by infantry than a tank.
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REALLY trying hard not to insult you personally...
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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
You are saying an artillery cannon is as good on the offense as a tank, unless it runs into infantry. You think you are right, and seem to think I am an idiot for pointing out the obvious flaws in what you said. Besides, it would be wrong to insult me. Treat thy neighbor as thy wish to be treated and whatnot.Diabolical wrote:
Perhaps you didn't read my next sentence within the context it was intended...I'm trying hard ... really struggling ... not to insult you personally, here.
I never disagreed with you on the fact that artillery should be relatively easy for infantry to capture if they approach it and that it is easier to approach by infantry than a tank.
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REALLY trying hard not to insult you personally...
Arty have low velocity huge caliber guns , and usualy firing HE , good luck penetrating , and aiming some shermans charging you
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