OK the Artilery are far to powerful ! At moment 2 Artilery can destroy any unit's beside Mechs i think. And Mech's i didn't saw from an AI so far.
I think they should get 2 different attacks both are double range, no retalitation.
1. Standard attack, single target, no splash damage.
2. Ground attack, splash damage but with -75% power. Chance to destroy a tile improvement/road/City improvement. Defensive City improvements should destroyed be first.
Together with that.
Does the -2 operation Damage from the Bunker wall just reduce the damage from Operations like Planetary Bombardment or from all attacks.
I think it should reduce all kind of other damage by 50-75%. Other defensive installations should have this bonus too, it shouldn't be cumulative.
Artilery
Moderator: Pandora Moderators
Re: Artilery
I don't see a big problem with the balancing of the arties. I see the problem in the AI which is not able to use arties itself and is also not able to do anything against enemy arties.
I am pretty sure that they would work out fine if two human players played against each others.
I am pretty sure that they would work out fine if two human players played against each others.
Re: Artilery
v 0.20.4
The AI don't know how to play vs artillery.
The AI stack up to 20+ power in a hex and a single artillery wipe out the overconcentrated hex in one single attack, sometime I had +1000% bonus because of the number of AI units in one hex. As far as production goes you are sure to win any attrition war, because the artillery will destroy units that took many turns to build.
Stacking the artillery with one strong unit and keeping it one hex behind the front make your artillery relatively safe.
Because of the combination of deadly firepower, and security (long range attack) it gain level easily, in the end I had oll my artillery at 10. Making them even more deadly.
In my last game, with the Imperium, tier I artillery did more damage than my tier 2 reinforced battle mechs. And my artillery caused roughly 2/3 of all casualties I inflicted in th game, despite I had 20-25 combat units.
- Either make the AI build more artyllery and use it decently,
- or make the AI spread its units instead of stacking vs artillery capable opponent. maybe limit stacking to 3
- or maybe consider limiting the spalsh damages,
- or add more decay to splash damage for succesive units, something like: main target 100%, 2nd unit 50%, 3 unit 25%, etc... (the number are just to explain the idea, I'm not sure of the base and splash damage value in the game).
The AI don't know how to play vs artillery.
The AI stack up to 20+ power in a hex and a single artillery wipe out the overconcentrated hex in one single attack, sometime I had +1000% bonus because of the number of AI units in one hex. As far as production goes you are sure to win any attrition war, because the artillery will destroy units that took many turns to build.
Stacking the artillery with one strong unit and keeping it one hex behind the front make your artillery relatively safe.
Because of the combination of deadly firepower, and security (long range attack) it gain level easily, in the end I had oll my artillery at 10. Making them even more deadly.
In my last game, with the Imperium, tier I artillery did more damage than my tier 2 reinforced battle mechs. And my artillery caused roughly 2/3 of all casualties I inflicted in th game, despite I had 20-25 combat units.
- Either make the AI build more artyllery and use it decently,
- or make the AI spread its units instead of stacking vs artillery capable opponent. maybe limit stacking to 3
- or maybe consider limiting the spalsh damages,
- or add more decay to splash damage for succesive units, something like: main target 100%, 2nd unit 50%, 3 unit 25%, etc... (the number are just to explain the idea, I'm not sure of the base and splash damage value in the game).
-
- Corporal - Strongpoint
- Posts: 66
- Joined: Tue Apr 02, 2013 5:39 pm
Re: Artilery
In my game the same!
Pro Canute!!!
Pro Canute!!!
Re: Artilery
I also noticed that artillery, that has gained some experience, can almost destroy the large creature roaming the seas.
Artilerry should be good to soften ennemy units, but not better than frontline units to finish ennemy units. Even in a SF game.
Artilerry should be good to soften ennemy units, but not better than frontline units to finish ennemy units. Even in a SF game.
Re: Artilery
Thanks for the input. We've been playing a ton ourselves and found various issues with balance and the AI.
Regarding artillery, we plan to make a few changes that should make it more balanced.
There are also currently issues with how unit power modifiers are applied, resulting in artillery being much stronger than intended, particularly on higher rank, with divine ascension or with the +power attacking device.
We also intend to change how damage operations inflict damage, along with a nerf to planetary bombardment.
The next patch will likely take a while longer.
Stay tuned.
Cheers,
Rok
Regarding artillery, we plan to make a few changes that should make it more balanced.
There are also currently issues with how unit power modifiers are applied, resulting in artillery being much stronger than intended, particularly on higher rank, with divine ascension or with the +power attacking device.
We also intend to change how damage operations inflict damage, along with a nerf to planetary bombardment.
The next patch will likely take a while longer.
Stay tuned.
Cheers,
Rok
Rok Breulj
Designer and Programmer
Proxy Studios
Designer and Programmer
Proxy Studios
Re: Artilery
Agreed
With a faction with a power bonus+ device power bonus, artillery quickly becom a game breaker, moreover the fact that it is not a first line unit, you don't need to purchase any extra armor or protection for it, which make it very cost effective for the damages it deals.
Concerning artillery specific power modifier, consider the following:
If my artillery attack a lone enemy unit (call it unit A for the example) in a hex, it will make a certain amount of damage. But what feels a bit odd, is the fact that if there are more units in the target hex, unit A will take more damage. It sounds natural that the artillery makes more damage overall in a crowded hex, but not on a unit by unit basis. Otherwise, with various power bonuses available it turns into an overkill. Currently, it is both an excellent suport weapon, but also capable to finish enemy on its own.
You can also consider reducing the power of artilery vs target in difficult terrain. For an historical wargame, it is clear that artillery won't wipe out on its own ennemy from a city or a mountain, you'll need to send ground troops to finish off the enemy. For an SF game you have a lot more freedom on how you want to model artillery, depending on if you looks toward 'hard SF' or something more with hollywood style FX.
Currently artillery is too good overall and overshadow other unit types. For example the anti air, is good but very specific, even if it were superstrong vs air units it would have less impact on the game overall considering that there tend to be less air units than ground/sea units. Maybe refocus artillery on a support only role to encourage combined arms tactics.
With a faction with a power bonus+ device power bonus, artillery quickly becom a game breaker, moreover the fact that it is not a first line unit, you don't need to purchase any extra armor or protection for it, which make it very cost effective for the damages it deals.
Concerning artillery specific power modifier, consider the following:
If my artillery attack a lone enemy unit (call it unit A for the example) in a hex, it will make a certain amount of damage. But what feels a bit odd, is the fact that if there are more units in the target hex, unit A will take more damage. It sounds natural that the artillery makes more damage overall in a crowded hex, but not on a unit by unit basis. Otherwise, with various power bonuses available it turns into an overkill. Currently, it is both an excellent suport weapon, but also capable to finish enemy on its own.
You can also consider reducing the power of artilery vs target in difficult terrain. For an historical wargame, it is clear that artillery won't wipe out on its own ennemy from a city or a mountain, you'll need to send ground troops to finish off the enemy. For an SF game you have a lot more freedom on how you want to model artillery, depending on if you looks toward 'hard SF' or something more with hollywood style FX.
Currently artillery is too good overall and overshadow other unit types. For example the anti air, is good but very specific, even if it were superstrong vs air units it would have less impact on the game overall considering that there tend to be less air units than ground/sea units. Maybe refocus artillery on a support only role to encourage combined arms tactics.