Current build and artillery

Discussion in 'Backers Lounge (Read-only)' started by archcommander, November 2, 2013.

  1. archcommander

    archcommander Active Member

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    I think it's a good time based on the most recent build to ask people do they think artillery should be adjusted to make battles more about other units?

    I'm not expressing an opinion [yet] myself and don't want to drag up old discussions that are now be redundant.

    An example for reducing its range and fire rate/dps.;
    I've played a few games on small planets and have noticed the range of artillery covers the whole planet meaning whoever gets it first wins (and advanced radar).

    An example for increasing range and fire rate;
    Naval will be adjusted more as a unit meaning artillery possibly should be able to handle it.
  2. archcommander

    archcommander Active Member

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    I mean developing the thoughts and uses of artillery to make it more fun and strategic and what specific uses and routes it should go down.
  3. igncom1

    igncom1 Post Master General

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    This is kinda a symptom experienced by small planets at the moment.
  4. archcommander

    archcommander Active Member

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    It also comes in to play on larger planets. If someone gets t2 artillery near your base they win. It's even more effective than a nuke. I mean even if you have a blob of units most of them will be gone by the time they reach their artillery outpost.
  5. igncom1

    igncom1 Post Master General

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    Well artillery bases are one thing, but having the artillery in your stating base cover the planet is another.

    At least with the former proper scouting and air raids can help you deal with it, the latter however is very difficult to deal with.
    archcommander likes this.
  6. archcommander

    archcommander Active Member

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    It actually takes a surprising large amount of bombers to take out some T2 laser defence and longer range artillery.
  7. igncom1

    igncom1 Post Master General

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    That is true, as air currently is a little pants.
  8. LeadfootSlim

    LeadfootSlim Well-Known Member

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    Artillery can be crushed by proper flanking; they can't afford to put defenses everywhere. That said, anti-radar is a feature a lot of people mention as a way to nerf artillery.
  9. archcommander

    archcommander Active Member

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    Sometimes you can't get anywhere near close enough to flank without owning half the planet. It still ends up whoever has a bunch of t2 artillery wins in many games.
  10. LeadfootSlim

    LeadfootSlim Well-Known Member

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    Well, ideally in the future - sooner than later - fleeing to orbit will mean having a new angle of attack, with unit cannons raining stuff down directly onto artillery positions. Currently it's busted, but it helps to remember that this is meant to become a game of escalation; if all problems could be solved on the ground, there'd be no reason to ever go to orbit.
    archcommander likes this.
  11. Arachnis

    Arachnis Well-Known Member

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    Yeah, we'll have to wait until we have the full roster to be able to judge something like that. Maybe there will be special units/buildings designed to soak up/neglect that artillery fire somehow (not talking about shields here).

    But right now artillery is the way to win the game, that's true.
  12. slywynsam

    slywynsam Active Member

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    Out of all my losses(And there have been a loooooooot), none of them were to artillery.
  13. Arachnis

    Arachnis Well-Known Member

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    Well, but it probably was indirectly. You can make ground with T2 arty very easily. You limit their economy by doing this. So if after that the game ender was a nuke and not arty, it doesn't matter. Arty still won that game. The nuke just finished it.
  14. mafoon

    mafoon Member

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    The orbital weapons platform is an ideal counter to this, it comes over and destroys that fire base fast no questions asked, you can rush to them as fast as you can rush to T2 arty, then they gotta rush up some orbital bombers or anti-orbital gun before you destroy their base. It's a game of escalation for sure and i expect their to be teir 2 orbital as well such as a cruiser that can both pummel ground and orbital targets (built from one of the gas giant orbital structures) to counter tier 1 orbital spam.
  15. Arachnis

    Arachnis Well-Known Member

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    I'd like those orbital laserplatforms to be a bit more maneuverable than they are now. Also if they build an umbrella you're screwed.
  16. slywynsam

    slywynsam Active Member

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    I've looked, artillery was barely even built in most of those games.
  17. Arachnis

    Arachnis Well-Known Member

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    Then I'd love having a match with you some time.
  18. slywynsam

    slywynsam Active Member

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    It wouldn't really accomplish much, I'm pretty terrible.

    I think I have like 2 wins and something awful like 17 losses. And none of those losses that I can remember have involved artillery.
  19. mafoon

    mafoon Member

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    If you give them time to build tier 2 arty in range of your base and then build an umbrella too your playing badly, you need to be more aware.
    Also on the game being ended by arty on small planets that's the point, it's a fast game because of the limited battlefield space, that's the late game play. It doesn't win you the game on a bigger planet or a multi-body system because you need to escalate the destruction, a couple nukes might become the game winner on a medium sized planet and on a giant planet your gonna need an asteroid to win the game and so it's an even longer game; ofcourse a good eco can give you the win by just spamming them better than they can spam you and some plays are about sniping the comander.

    The arty doesn't need to be nerfed i like it as a viable play, otherwise whats the point in them.
  20. Arachnis

    Arachnis Well-Known Member

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    It's not that you're bad if you let them do that, it's just how lategame is.
    In lategame I have fabs everywhere and am able to build an umbrella where I need and how quick I need it without problems.

    You may have a point when talking about small matches. But we didn't even touch galactic war, yet. And for a battle of this scale, more and more balancing needs to be focussed towards the late- and "post-lategame" where it is assumed that everyone has everything.
    Last edited: November 2, 2013

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