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    Weekly Discussion #20 - T1 arty

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    • DeribusD Offline
      Deribus Global Moderator
      last edited by

      I've seen some mention recently of changing T1 arty targeting to not take into account unit movement, like MMLs do right now. I think that's a bit severe, and I'd like them to explore the option of increasing projectile speed so that the time to impact increases.

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      • arma473A Offline
        arma473 @Deribus
        last edited by

        @deribus said in Weekly Discussion #20 - T1 arty:

        I'd like them to explore the option of increasing projectile speed so that the time to impact increases

        You would have to really increase the firing angle if you want the projectile to be faster AND take longer to hit the target

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        • gabrilendG Offline
          gabrilend @Deribus
          last edited by

          @deribus said in Weekly Discussion #20 - T1 arty:

          I'd like them to explore the option of increasing projectile speed so that the time to impact increases.

          Maybe I'm misunderstanding but wouldn't increasing the speed decrease the time to impact? Meaning it hits the target quicker

          To me Artillery is best against stationary targets. I like the idea of having slower shells to allow for counterplay - there should be a rock-paper-scissors element where tanks beat land units, arty beats point defence and un-micro'd units and LABs beat the backline. Slower shells means more time to move your units, but it also reduces their combat effectiveness... I dunno, I feel like they're in a pretty good spot right now. Frankly they have a bit too much utility in the t2 and early t3 stage.

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          • DeribusD Offline
            Deribus Global Moderator @gabrilend
            last edited by

            @gabrilend said in Weekly Discussion #20 - T1 arty:

            Maybe I'm misunderstanding but wouldn't increasing the speed decrease the time to impact? Meaning it hits the target quicker

            Artillery is indirect fire, meaning it fires at angles above 45°. Time to impact is therefore primarily affected by how long the projectile takes to fall back down to the ground. Higher projectile speed = longer to fall back down.

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            • gabrilendG Offline
              gabrilend
              last edited by

              That makes sense to me. Would that also increase their range? After all, with a faster projectile all they'd have to do is lower the angle a bit and it'd reach farther.

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              • DeribusD Offline
                Deribus Global Moderator
                last edited by

                In the real world yes. In FAF units have a max range value. As long as that value isn't changed their max range will be unaffected.

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                • arma473A Offline
                  arma473
                  last edited by

                  I'm all in favor of making it easier to kill flying units with T1 arty by increasing how high their projectiles go

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                  • deletethisD Offline
                    deletethis
                    last edited by deletethis

                    crippling Zthuee spam will forever be one of my favorite things

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                    • JipJ Offline
                      Jip
                      last edited by

                      Adjusting the projectile speed will likely just prevent the artillery from firing or firing in such an angle that it breaks the magic circle.

                      A work of art is never finished, merely abandoned

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                      • Chenbro101C Offline
                        Chenbro101
                        last edited by

                        Would it be possible to turn leading a target on and off? Like a unit ability button? Or maybe ground fire mode stops leading the target and the other modes leads it?

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                        • JipJ Offline
                          Jip
                          last edited by

                          I don't think that is possible.

                          A work of art is never finished, merely abandoned

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                          • arma473A Offline
                            arma473 @Chenbro101
                            last edited by

                            @chenbro101 said in Weekly Discussion #20 - T1 arty:

                            Would it be possible to turn leading a target on and off? Like a unit ability button? Or maybe ground fire mode stops leading the target and the other modes leads it?

                            If T1 arty had 2 different weapons, one with leading and one without, you could have a toggle button to switch between them. That's how the Cybran T1 MAA used to work before FAF fixed it.

                            JipJ 1 Reply Last reply Reply Quote 1
                            • FtXCommandoF Offline
                              FtXCommando
                              last edited by FtXCommando

                              Uh why do you need a not leading firing method when u can groundfire? What is the use case?

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                              • TheVVheelboyT Offline
                                TheVVheelboy
                                last edited by

                                Guess you could mix the modes for bunch of arty so that you can spread out the damage even more over big areas vs big t1 armies?

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                                • JipJ Offline
                                  Jip @arma473
                                  last edited by

                                  @arma473 said in Weekly Discussion #20 - T1 arty:

                                  @chenbro101 said in Weekly Discussion #20 - T1 arty:

                                  Would it be possible to turn leading a target on and off? Like a unit ability button? Or maybe ground fire mode stops leading the target and the other modes leads it?

                                  If T1 arty had 2 different weapons, one with leading and one without, you could have a toggle button to switch between them. That's how the Cybran T1 MAA used to work before FAF fixed it.

                                  The issue with this approach is that by toggling you can double the fire rate. I won't dive into the details, but it is a known glitch that applies to some units that - as far as I know for now - is not something we can fix.

                                  A work of art is never finished, merely abandoned

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                                  • X Offline
                                    Xayo
                                    last edited by Xayo

                                    Once I dropped an undefended T3 UEF mex with 6 cybran arties. Kill time is something like 40 seconds if I remember right.

                                    Since then, whenever I'm going for drops cybran, I'm actually considering dropping mantis instead of arty.

                                    There is a similar underwhelming experience when you try to clear an early t1 pd with the 1-2 arty you have around. All other factions: no problem. Cybran: better wait until the pd dies of old age.

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                                    • MadMaxM Offline
                                      MadMax
                                      last edited by

                                      i think the guy that fixed the cybran t1 arty model should get some love

                                      Vault Admin / Creative Team / Map Guru

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                                      • MazorNoobM Offline
                                        MazorNoob
                                        last edited by

                                        Obligatory whine post: beetles used to be an OP alternative to cybran arty drops. Now they're much less so. Taking up 2 slots instead of one cuts down the number you can load to cybran transports by two thirds and there's not enough single-target damage to justify droping just two or three of them.

                                        FemtoZettaF 1 Reply Last reply Reply Quote 1
                                        • FemtoZettaF Offline
                                          FemtoZetta @MazorNoob
                                          last edited by

                                          What are you talking about? A T1 trans can fit in 6 Beetles

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                                          • MazorNoobM Offline
                                            MazorNoob
                                            last edited by

                                            There was a point when beetles took up 2 slots, was it reversed?

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