@jip I'm not sure there should be a solution...
The simulation already allows artillery to fire at whatever angle it wants, with as much projectile power as it wants, yes?
That alone is a massive advantage compared to real-world physics: where the range of artillery is restricted by the power it can throw a shell out with.
Supreme commander 'fakes' the limit with arbitrary ranges, removing 95% of the advantage that high-ground gives an artillery device.
Do people really want to remove that final remaining 5%, too?
[edit: After seeing deribus's reply, it appears I was wrong, and SupCom artillery ARE limited in firing power. This is good by me.
I realise that they are held back by the forced 'range circle' more often than their maximum projectile speed, but it's good to have it confirmed that high ground offers a slight advantage in artillery vs artillery wars, and it's not just some buggy trajectory calculation! ]
@cortana said in T2 arty's are a bit broken:
Going by your illustration, if you had artillery placed further back, I can see a trajectory for the projectile shooting up and over the edge of the hill here, and hitting their target.
In a world where artillery can fire with as much power, and at any angle, that they possibly want, I think there's nothing they can't hit (well, maybe not underground!)
Ie. there will always be a trajectory we can draw for the projectile.
The point of that diagram was to illustrate that the shot speed from high ground is massively lower than the lower artillery shot needs to use - as is the angle.
(We all played 'tanks' as kids, right? )