Artillery

Discussion in 'Balance Discussions' started by steambirds, September 17, 2014.

  1. steambirds

    steambirds Member

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    Personally, I'm a very artillery oriented strategist, and I like to incorporate artillery into at least one of my bases every match. I very quickly found out that artillery was absurdly useless unless your enemy came at you in a straight line, and attacked from nowhere else in the five minutes it takes to build the second Maginot Line. Artillery is really only a good investment on tiny moons where a single Holkins can hit everything. I think artillery is just simply too short ranged for its build time. The build time needs to be lowered or the range needs to be raised.
    Jaedrik likes this.
  2. Tripod27

    Tripod27 Active Member

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    the tier 1 arty is pretty useless and needs at least a 50% range buff to be worthwhile, the tier 2 arty is decent but a small range buff for that wouldn't hurt (like 10%)
  3. KNight

    KNight Post Master General

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    This is more likely due to the Artillery mechanics, so far everything seems to be either direct fire or high-arc with nothing in-between.

    Mike
    squishypon3 likes this.
  4. mjshorty

    mjshorty Well-Known Member

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    it used to have a much lower, faster arc, not to mention damage was hilariously insane
    i just say, increase pelter and holkins health by 10% for a little durability then add 50% range
    then reduce the damage, but increase AOE ^^ that way artillery can whittle away at forces instead of hit and miss chance
    Jaedrik likes this.
  5. zgrssd

    zgrssd Active Member

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    As I understand the use of Artillery:
    Area denial.
    Defensive building in general and artillery in particular are there to control an area. It prevents the enemy from building there and moving there unless it is for a serious attack.

    At the same time it cannot make ground units useless. Bot's are really vulnerable to defenses (1 Dual Tower with walls can kill a small dox army).
    In particular Artillery must not be too good vs vehicles. Vehicles job is to punch through defenses so it cannot be to good at countering those. Otherwise we would loose the fast past nature of the game in favor of artillery duels.
    And I don't want to loose the fast paced nature of the game.

    In a nutshell it goes:
    Bots are good for raiding/vs economy
    Defenses beat bots
    Vehicles beat defenses
    Auraenn likes this.
  6. MrTBSC

    MrTBSC Post Master General

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    i donĀ“t think it would be a good idea to have artillery that could fire around a globe ...
    the artillerymechanics in PA are a bit weird ... i think a better workaround would be non tracking missiles
  7. igncom1

    igncom1 Post Master General

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    Yeah, artillery is a defensive weapon, if you want to use it offensively, then build it out on the battlefield.

    Frankly the artillery in PA is one of the few games where I actually like the static guns.
  8. squishypon3

    squishypon3 Post Master General

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    Yep, and there isn't even an in between within the code. :(
  9. cwarner7264

    cwarner7264 Moderator Alumni

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    Moved to Balance Discussions :)
  10. steambirds

    steambirds Member

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    One does not simply "build it on the battlefield". If I did, I'd quickly lose fabbers and by the time the thing was done the area I wanted it to shoot at would've been destroyed. I want something in between the high damage static guns and the mobile units.
  11. igncom1

    igncom1 Post Master General

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    You do if you set up a small base to protect it.

    Fabbers are designed for this, allowing you to build anywhere.

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