Artillery Effects in SOW
Artillery Effects in SOW
Veterans of TC2M know well that the effects of artillery fire have been subject to debate, to say the least. I did not see a thread addressing this here, so I wanted to open this to discussion. Other than direct targeting, have there been noteworthy changes to artillery damage done to units? Have there been changes to the 'hit ratios' and damage done by artillery at longer ranges?
Re: Artillery Effects in SOW
The artillery is GREATLY improved from TC2M and does behave more historically accurate. As far as damage being done to units, it is pretty much the same.
"It is strange, to have a shell come so near you...you can feel the wind."
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Re: Artillery Effects in SOW
estabu2 wrote:
Pretty much the same meaning fire for an hour and be lucky to get a single hit? :dry:The artillery is GREATLY improved from TC2M and does behave more historically accurate. As far as damage being done to units, it is pretty much the same.
Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure.
Re: Artillery Effects in SOW
He said the damage was around the same, but he also said it was more historically accurate.
Our team consists of players. These guys have made sure that I didn't code the same problems as I did in the tc games. They represent the players and they know what drives you guys crazy.
Our team consists of players. These guys have made sure that I didn't code the same problems as I did in the tc games. They represent the players and they know what drives you guys crazy.
Re: Artillery Effects in SOW
Armchair General wrote:
No. Meaning, set your artillery up in a spot where they can see the enemy and they will have a historical affect on the enemy. You aren't going to make anyone retreat from long range, but you will kill some guys. The long range artillery is much more effective(it works how it should) and the canister is not the "end all" function it was in TC2M. It works how it should work.estabu2 wrote:Pretty much the same meaning fire for an hour and be lucky to get a single hit? :dry:The artillery is GREATLY improved from TC2M and does behave more historically accurate. As far as damage being done to units, it is pretty much the same.
"It is strange, to have a shell come so near you...you can feel the wind."
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Re: Artillery Effects in SOW
estabu2 wrote:
J
I do hope that the effect of cannister has not been TOO watered down. In fact, I would hope that the effect, as the range between the guns and the attacker, incrementally increases as the size of the "load" (i.e. double cannister) increases coupled with an increased rate of fire as documented on this board during the past few months.Armchair General wrote:No. Meaning, set your artillery up in a spot where they can see the enemy and they will have a historical affect on the enemy. You aren't going to make anyone retreat from long range, but you will kill some guys. The long range artillery is much more effective(it works how it should) and the canister is not the "end all" function it was in TC2M. It works how it should work.estabu2 wrote:Pretty much the same meaning fire for an hour and be lucky to get a single hit? :dry:The artillery is GREATLY improved from TC2M and does behave more historically accurate. As far as damage being done to units, it is pretty much the same.
J
Jack Hanger
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
Re: Artillery Effects in SOW
I would not say that it has been watered down by any stretch. It has been "finely" tuned.
"It is strange, to have a shell come so near you...you can feel the wind."
Re: Artillery Effects in SOW
That sounds like good news overall, then. Thanks for the quick response team NSD!
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Re:Artillery Effects in SOW
I'm curious, how is counter-battery artillery?
In lots of engagements, if someone started to fire a cannon, the enemy needed to start firing their cannon to prevent unnecessary infantry/cavalry casualties. I guess you could say that artillery was used to prevent enemy artillery from being used. So, making a battery move around or retreat was of utmost concern for cannoneers.
How has this been addressed?
In lots of engagements, if someone started to fire a cannon, the enemy needed to start firing their cannon to prevent unnecessary infantry/cavalry casualties. I guess you could say that artillery was used to prevent enemy artillery from being used. So, making a battery move around or retreat was of utmost concern for cannoneers.
How has this been addressed?
Hancock the Superb
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Re:Artillery Effects in SOW
TC2M has a "Retire by Recoil" button. I presume that will also be included with the new game.
Am also hoping that following a previous discussion regarding "Retire by Prolonge" will also be included...at least in a future patch.
J
Am also hoping that following a previous discussion regarding "Retire by Prolonge" will also be included...at least in a future patch.
J
Jack Hanger
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade