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  1. #1

    Default Artillery feedback

    Recently I've been using artillery units quite a bit and I feel like improvements could be made to their gameplay balance.

    1) Stone throwers, while decent at attacking walls do not seem cost efficient as a whole. I could see them being of great value when attacking walls manned by top tier infantry, but in general you're better served by recruiting elite infantry of your own and sending them up the walls. Not only will they most likely be cheaper and quicker to recruit, they will outperform ballistas in field battles and also in most city sieges where the walls are manned by weak levies. Siege units also, I believe, require workshops and the appropriate tech for every civ, while infantry of course does not.

    2) Bolt throwers I think are by far the best of the bunch with decently high lethality at long ranges and low friendly fire rates even when firing at enemies close to friendly troops. Like all artillery, they're still pretty expensive, but they outperform most lighter missile units by a mile when shooting at approaching armies.

    3) The automatic version of the bolt thrower looks great on the unit card, as it exchanges some range and projectile damage for twice the firing rate. The reality is something else entirely, though. They fire scatter shot javelins and almost never land more than one or two per volley. Generally they seem to consistently overshoot their targets so that the lowest javelins hit while most of the cloud passes over their targets' heads. The projectile is also much lighter and will not consistently one-shot armoured targets, let alone penetrate multiple foes, the way the regular bolt throwers do (or perhaps it's just the +90% damage I get from triple L3 siege workshops?).

    Oh, and it's fixed in place and cannot be moved, which is especially bad for this particular weapon because it has by far the lowest range. Thumbs down for this one.

    4) Onagers I've only had a chance to try in custom battles because they are so time consuming to unlock in a campaign. They seemed like a compromise between stone throwers and bolt throwers, though. Slightly more lethality against infantry but less range than ballistas. They also have the poison shot ability, but it seems entirely pointless to me. The animal carcasses seem to cause less casualties than rocks and the debuff is not too dramatic and lasts only about five seconds. It also affects friendly troops in a huge radius, so using them to debuff engaged enemies is pointless. I guess you could use it to weaken enemy missile units, but a bolt thrower would simply kill a bunch and rout the unit instead.

    5) Ballista ships are pretty broken because they have virtually infinite ammunition and coastal city defenders don't have the wits to move out of their range. They're actually garbage at killing anything, but because they are safe from ground units, they rack up tons of free kills anyway. They are also the most infuriating thing ever to operate, as they frequently lie about their current state, often not firing when they claim to be firing and firing when they claim to not be firing. They also sometimes close in on their targets or refuse to fire for no apparent reason and get stuck on each other and shorelines all the time, which is super aggravating because ships in R2 cannot reverse.

    Overall, I feel like artillery, while a ton of fun, is too costly in terms of both money and other requirements to really ever be much more than a novelty. Even when it is good, you can get by without it and when money is tight, artillery is the last thing you want to spend it on, while other units, most notably infantry, are essential to battlefield success.
    Last edited by Leiska; April 12, 2016 at 09:55 AM.

  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: Artillery feedback

    As Im not the battle and unit expert, I will not give or spend time trying to give you a proper answer. KAM would most likely do this, if and when he get some time to spare.
    But what I can say, and something that you need to take into consideration is this. Artillery in terms of both accuracy and damage have been nerfed to counter player "abuse". Problem is that they can be used in both field and siege battles, and with the accuracy and damage they had before, the player would be able to have a one or two of these in their army and decimate huge enemy armies before they even got close to their own troops.
    The more in-depth answer to all your observations will come, but not from me.

  3. #3

    Default Re: Artillery feedback

    I've been trying to figure out why ballista ships suddenly went from 40 ammunition to fundamentally unlimited ammo (they can fire an entire match continuously without running out now, but the ammo bar does decrease after a while).

    Besides that they work exactly like how you'd expect off shore artillery to work.

    I actually find ballistae still do quite well in field battles, racking up 350-450 kills on average. But their crippling (slightly less so now, but still not enough to warrant bringing them along) movement range penalty just doesn't make them work it outside of the small scale campaigns such as HatG and CiG.

    Scorpions are definitely quite effective, nothing wrong with them one way or the other.

    I haven't used polybos due to their immobile nature either. But it is amusing as a throw away unit to station a garrison general with 4 of them in a small town, or better yet, a city. Position all of them down the street from the main gate. Let the defenders in, and watch them act like shotgun sentry turrets mulching insects.

  4. #4

    Default Re: Artillery feedback

    Lithobolos ships are also worth to mention. Those were buffed in a serious way. Although the first thing you know about them is their pathetic accuracy, which renders them almost useless in bombarding enemy in naval battles. It's so poor that they miss more than half time even when shooting walls. However, their ammunition was increased dramatically, so now they shine in sieges instead. Their ammo capacity allows you to bring down all walls that you like. With a number of four such ships, you can easily hunt and follow enemy troops on those walls, wherever they try to hide. They perform even better in town sieges, if you exploit certain AI weakness. Thing is, that AI always leave streets and go after each unit you disembark with all his army. So you can safely shoot tightly packed formation when it goes all the way to the border of the map and back several times. At least that worked in IA.
    And the second thing about artillery ships - now they have crew of heavy melee marines, compared to some servants or whatever unarmored guys that were before. They are generally only slightly inferior to your elite assault ship marines.

    Update: oh, my bad. Those are now ballista ships, not lithobolos. Confused ballista ships with scorpion trieres in their turn.
    Last edited by Furgon; April 12, 2016 at 10:52 AM.

  5. #5

    Default Re: Artillery feedback

    lithibolos ships are the same thing as ballistae ships.

  6. #6

    Default Re: Artillery feedback

    Quote Originally Posted by Ivan_Moscavich View Post
    lithibolos ships are the same thing as ballistae ships.
    Yup, figured so. This is what happen when playing different mods in the same time.

  7. #7

    Default Re: Artillery feedback

    Quote Originally Posted by Furgon View Post
    Yup, figured so. This is what happen when playing different mods in the same time.
    I think different factions call them different things anyways. Half the time I'm just using internal unit designations.

  8. #8

    Default Re: Artillery feedback

    Grr is it just me or can you not edit your own posts here?

  9. #9

    Default Re: Artillery feedback

    Quote Originally Posted by Eidolan View Post
    Grr is it just me or can you not edit your own posts here?
    Try now. I think you need 25 posts.

  10. #10

    Default Re: Artillery feedback

    With my billista manually aimed they still rack up quite a few kills. I have been missing the exploding shots they used to have. I also find telling them to attack area over a unit works better, as a unit will often be stretched thin but over lapping several other units.

    I have had a few town / city battles where the AI completely cluster @$%#$ their units into a giant blob, one shot that landed right in the middle of it racked up 40+ kills in one shot! Granted this was a very lucky shot but still.

    Side question, do flaming rounds still cause extra moral damage like they used too? I still like using them as it lets me see where my shots are landing. Sorta like old school tracers lol.


    *lol ya now i can edit.
    Last edited by Eidolan; April 13, 2016 at 12:06 AM.

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