Weekly Discussion #20 - T1 arty
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@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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@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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@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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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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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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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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crippling Zthuee spam will forever be one of my favorite things
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Adjusting the projectile speed will likely just prevent the artillery from firing or firing in such an angle that it breaks the magic circle.
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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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I don't think that is possible.
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@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.
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Uh why do you need a not leading firing method when u can groundfire? What is the use case?
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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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@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.
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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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i think the guy that fixed the cybran t1 arty model should get some love
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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.
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What are you talking about? A T1 trans can fit in 6 Beetles
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There was a point when beetles took up 2 slots, was it reversed?
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That got readjusted back when beetle was converted into an aoe bomb that does 1500 damage