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CA why artillery does NOT work

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  • manuelbuenomanuelbueno Registered Users Posts: 129
    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



    this unpleasant situation unfortunately is happening not only with artillery fire or firing, currently happens with loads in different situations. when the mark of the only soldier is far from the bulk of its formation, producing loads of bad taste or useless, you now have complaint about this situation, I could have the same complaint in reverse with vampire counts, units and the freedom of firing that this situation generates
  • RodentofDoom#1703RodentofDoom#1703 Registered Users Posts: 588
    isn't it because of the way CA have internally labelled unit formations for the backend mechanics ..

    ooooooooooooooo
    oooooooooxooooo
    ooooooooooooooo

    x = the unit identified as the formation label
    o = the rest of the formation

    something along the lines of 1 random entry in the formation list is chosen as the unit identifier, which is why a cav formation will chase 1 fleeing unit when the rest of them running in the opposite direction.

    if u have 12 cannons ... they can only fire at x
    stray shots may still hit o's

    is my understanding of how it works
  • ODM_EmptythoughtODM_Emptythought Registered Users Posts: 671
    Yep, models seem to be targeted as single entities and not as units.
    It's probably because of the coding that is less unit centered and more focusing on models (hp, attacks etc...). I'm pretty sure though that they can change it.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    I live in France.... I like animes, mangas, greek/egyptian and roman culture (antiquity + mythology). I usually play Total Warhammer or Battlefleet Gothic and sometimes Vermintide.
    I play almost exclusively MP though 1 or 2 campaigns from time to time can't hurt ;).

  • ElectorOfWurttembergElectorOfWurttemberg Registered Users Posts: 1,950
    Why not just have toggle between two firing modes.

    An accurate low spread mode oriented towards low/single entity units and an inaccurate high spread mode oriented towards high entity units.
    Faith, Steel and Gunpowder Bows
  • stratigostratigo Registered Users Posts: 265
    Sadly this will likely taking man hours coding that CA will be unwilling to spare in the face of new content.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    stratigo said:

    Sadly this will likely taking man hours coding that CA will be unwilling to spare in the face of new content.

    Its sadly a lot of this sort of backend coding that the game needs to push it over the top.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    isn't it because of the way CA have internally labelled unit formations for the backend mechanics ..

    ooooooooooooooo
    oooooooooxooooo
    ooooooooooooooo

    x = the unit identified as the formation label
    o = the rest of the formation

    something along the lines of 1 random entry in the formation list is chosen as the unit identifier, which is why a cav formation will chase 1 fleeing unit when the rest of them running in the opposite direction.

    if u have 12 cannons ... they can only fire at x
    stray shots may still hit o's

    is my understanding of how it works

    Maybe they could change it so that it's like this.

    ooooo3ooooooooo
    ooooooooo1ooooo
    ooo2ooooooooooo

    1 = the unit identified as the formation label
    2 = secondary target for second cannon
    3 = tertiary target for third cannon
    o = the rest of the formation

    With 3 random entities in the unit given different unit identifiers.

    They could even scale it with unit sizes, say their are only 2 cannons on a lower size, then the units on that size would have only 2 random entities.
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