Welcome

Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.

Categories

CA why artillery does NOT work

BjornBjorn Registered Users Posts: 114
I suggest correcting the artillery to a working one, this will correct many shortcomings, a large number of units.

I corrected artillery work in a small miniature, attached my version of the artillery work.
This mode of shooting certainly does not cancel the fact that the artillery misses. But it will make artillery a more dangerous unit on the battlefield, on which one should pay attention.

I ask the developers to pay attention on this problem, with respect the fan of the series of games


Post edited by CA_Will#2514 on
«1

Comments

  • #21546#21546 Registered Users Posts: 4,770
    That would be great and help the dwarfs too


  • cool_lad#3330cool_lad#3330 Registered Users Posts: 2,278
    This seems to be a small but quite significant improvement to the game. Something I believe should be acceptable to all players. I do hope we can see this in game 2 as part of the improvements to existing races (and the game 2 races of course), especially the Dwarves.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    If they would also stop firing at the 5 guys knocked out of formation as opposed to the formation itself, that would be great.
  • NoSkill4U#6552NoSkill4U#6552 Registered Users Posts: 5,160
    plss do it !
  • Mogwai_Man#4978Mogwai_Man#4978 Registered Users Posts: 6,206
    Lol yup, spot on assessment. But don't hold your breath on it getting fixed.
  • WakaWaka3000WakaWaka3000 Registered Users Posts: 457
    Those pictures illustrate the issue perfectly. Well done.

    I notice this issue with the organ gun and helblaster all the time. They keep firing at the middle of the unit where all the enemies are dead instead of throughout the rest of the unit where there are plenty of enemies to shoot at. Very frustrating!
  • AHumpierRogue#5296AHumpierRogue#5296 Registered Users Posts: 5,654
    OdTengri said:

    If they would also stop firing at the 5 guys knocked out of formation as opposed to the formation itself, that would be great.

    God I can't tell you how many times I have face palmed at my dwarfen canons shooting at the edges of the units.
    Formerly known as Krunch, in case you wonder where he went.
  • Kayosiv#7489Kayosiv#7489 Registered Users Posts: 2,873
    Needs some fixing SO very badly and always has.
    Space Frontier is a sci-fi themed board game I've designed for 2-4 players. Please take a look and enjoy our free Print-and-Play at FreezeDriedGames.com

    If you have any questions about tactics or mechanics in Total War Warhammer multiplayer, feel free to PM me.
  • steam_164510723535UzR61VMsteam_164510723535UzR61VM Registered Users Posts: 396
    artillery needs more range too IMO.

    enemy closes the gap a little too fast for it to be effective.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    Closes the gap without taking enough damage because the accuracy is so low.
  • wingren013wingren013 Registered Users Posts: 1,084
    I'm pretty sure they can't do that. Even if there is a way for artillery to smartly target clusters of troops rather than a single point like now, it probably would use to much computing power.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    They seem to target the center of a unit, when troops get knocked around the center shifts to encapsulate all of the disparate troops.
  • TheodorykTheodoryk Registered Users Posts: 6
    They can do it. I am not expert, but PC have to calculate thousand models few more calculations doesnt ruin your computing power.Look at archers.
  • KGpoopyKGpoopy Registered Users Posts: 2,009
  • steam_164510928748qF8o2besteam_164510928748qF8o2be Registered Users Posts: 1,766
    I like it. good one mate.

  • DracoknightDracoknight Registered Users Posts: 281
    edited September 2017
    I think the hitbox should be wider for the targeting of units. Its not that you are calculating the target system to target every single model, but have it target the hitbox in a area that is straight forward of its point of origin. Though this is most likely what they are doing, but i think they need to spread it wider across the box for the firing unit to spread more against larger boxes.

    Addendum: Going to be a little bit of repeating: The point is that you are most likely not going to calculate the target aquiring for hundreds of models vs what they are shooting at, but their target is a "box" that indicate the enemy unit, the clue here is to make the projectiles spread more at its point of impact that could simulate better a model to model interaction while in reality the projectile spread is just shooting at a larger "target" rather than point that seems to be defined under the units banner.

    Forexample what makes the Mammoths hard to target for archers is that their "point of attack" is where their rider is sitting and a lot of archers try to hit that point, but overshoot as the rider sits too high compared to the arch of fire.

    So for archers, handgunners, cannons and other ranged targets it would help greatly to have this system looked up on, maybe even help with magic missile spells against units as it could be made to spread its projectiles more across the units hitbox.
  • OndjageOndjage Registered Users Posts: 550
    Bjorn said:

    I suggest correcting the artillery to a working one, this will correct many shortcomings, a large number of units.

    I corrected artillery work in a small miniature, attached my version of the artillery work.
    This mode of shooting certainly does not cancel the fact that the artillery misses. But it will make artillery a more dangerous unit on the battlefield, on which one should pay attention.

    I ask the developers to pay attention on this problem, with respect the fan of the series of games


    Well done sir!
    This is exactly what needs to happen to artillery.... and for the love of god..... make single entity artillery aim at the bloody middle of the unit not on the edges.....

    Its painfull to watch a cygor try to hit a unit and when it finally connects it clips the edge of the unit.....


  • ghtotghtot Registered Users Posts: 135
    edited September 2017
    It would also be nice if chevrons increase the speed of rotating the artillery.
    A more experienced and stronger(they have better melee stats:D) crew should be able to handle their equipment better.

    On a max chevron cannon they should work like the team that changes wheels on F1 cars: :p
  • ElectorOfWurttembergElectorOfWurttemberg Registered Users Posts: 1,950
    My knee jerk reaction was that I love your point, but after some thought about it have to say I hold a few concerns.

    The issue is that your picture doesn't take into account single entity units or the target unit at different orientations.
    Faith, Steel and Gunpowder Bows
  • modenkidmodenkid Registered Users Posts: 60

    My knee jerk reaction was that I love your point, but after some thought about it have to say I hold a few concerns.

    The issue is that your picture doesn't take into account single entity units or the target unit at different orientations.

    Well, it can be done with something like "when artillery targets a unit, each shot is aimed at random entity in a group, not overlapping unless the unit size is less than the number of artillery (so 2 or less). After taking a shot, re-randomize if still aiming at the same unit"
  • KGpoopyKGpoopy Registered Users Posts: 2,009

    My knee jerk reaction was that I love your point, but after some thought about it have to say I hold a few concerns.

    The issue is that your picture doesn't take into account single entity units or the target unit at different orientations.

    Aiming artillery at one entity isn't the best idea. Although if the target is big enough, they it will most likely hit.
  • ElectorOfWurttembergElectorOfWurttemberg Registered Users Posts: 1,950
    KGpoopy said:

    My knee jerk reaction was that I love your point, but after some thought about it have to say I hold a few concerns.

    The issue is that your picture doesn't take into account single entity units or the target unit at different orientations.

    Aiming artillery at one entity isn't the best idea. Although if the target is big enough, they it will most likely hit.
    Units like cannons are optimized against large single entity units and for some factions, monopolize the role. Theoretically some batteries like Hellblaster and Organ gun should be fine against small single enity units. Like a 1919 at Guadalcanal.
    Faith, Steel and Gunpowder Bows
  • FerrousTarkusFerrousTarkus Registered Users Posts: 529
    OdTengri said:

    They seem to target the center of a unit, when troops get knocked around the center shifts to encapsulate all of the disparate troops.

    That would make sense and this proposal wont fix anything. The AI needs to target the highest density of units of its target. No idea if its programable...
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    OdTengri said:

    They seem to target the center of a unit, when troops get knocked around the center shifts to encapsulate all of the disparate troops.

    That would make sense and this proposal wont fix anything. The AI needs to target the highest density of units of its target. No idea if its programable...
    They could do it, but it would take a bit of coding. That said, they could probably keep snippets of that code for future games.
  • GeneralConfusion#6341GeneralConfusion#6341 Registered Users Posts: 1,099
    Hey, at least they actually target the centers of units now. Unlike Empire, when they tended to fixate on one guy at the very edge of a unit.
  • natesos1natesos1 Registered Users Posts: 159
    Great idea man get to work on it ca while your at it add a mp mode that has steam items that you can sell and trade.
  • yst#1879yst#1879 Registered Users Posts: 10,027
    Bump
    https://imgur.com/a/Cj4b9
    Top #3 Leaderboard on Warhammer Totalwar.
  • KGpoopyKGpoopy Registered Users Posts: 2,009
    I think dragons should stop aiming at the edge of units, and aim at the center.
    Anyone agree?
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    KGpoopy said:

    I think dragons should stop aiming at the edge of units, and aim at the center.
    Anyone agree?

    I agree that would be a mild improvement, but I must suggest that the "center" moves when units get knocked out of formation.
  • Combat_WombatCombat_Wombat Registered Users Posts: 4,092
    Reminds me of shaggoths when they wipe at the one guy standing at the edge of a formation instead of the mass of enemies.
Sign In or Register to comment.