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Artillery Doctrine Report + Artillery Redone
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Topic: Artillery Doctrine Report + Artillery Redone (Read 14941 times)
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Two
EIR Veteran
Posts: 2079
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #20 on:
July 16, 2009, 05:12:24 am »
nvm need to read full post
«
Last Edit: July 16, 2009, 05:14:14 am by Two
»
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Aggamemnon
Donator
Posts: 418
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #21 on:
July 16, 2009, 08:56:40 am »
Great read, I don't entirely agree with everything (earthshaker) but ultimately a good design for RCA, well thought out and very distinctive.
Thanks Akra.
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Malevolence
Donator
Posts: 1871
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #22 on:
July 16, 2009, 10:13:39 am »
I want more artillery to be like that EarthShaker video, but perhaps lowered damage to infantry (especially in cover). It would make offmap less tactical and more strategic.
Perhaps as time goes on an offmap barrage can become more and more devastating and/or concentrated.
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Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Akranadas
Honoured Member
Posts: 6906
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #23 on:
July 16, 2009, 07:04:56 pm »
The problem with artillery weapons like it, is that due to their randomness of where the shells drops; there will be times when they simply hit nothing due to the scatter range. It doesn't matter how much damage the shells do; if they don't hit anything then it's a waste.
Then the weapon turns into one totally based on luck of the game rather than the skill of the player.
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Jazlizard
EIR Veteran
Posts: 691
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #24 on:
July 16, 2009, 07:12:38 pm »
How much skill does it really take to point and click all the current forms of arty anyways?
Not really much skill involved in dodging most of them either (aside from bombing/strafing runs) either you selected and moved your unit in time, or you didn't.
Anyways this is a bit off topic, but I like larger area barrages, although this one seems weak from the one video, be more interesting if there was more units in the area all trying to move.
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Tymathee
Donator
Posts: 9741
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #25 on:
July 16, 2009, 08:04:15 pm »
One thing I would love to see are ranging shots and then the artillery becomes more accurate as the barrage goes on cuz sometimes i feel its just dumb how wide the arc of howie shots are kinda pisses me off.
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Smokaz10
Guest
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #26 on:
July 16, 2009, 10:52:40 pm »
Priest should be availability 1 for arty doc
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Tymathee
Donator
Posts: 9741
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #27 on:
July 16, 2009, 11:32:39 pm »
that would make sense, much like the howie is two for infantry.
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Akranadas
Honoured Member
Posts: 6906
Re: EIR-Declassified - Artillery Doctrine Report
«
Reply #28 on:
July 21, 2009, 09:20:18 pm »
So I've been thinking about this more and more lately; and I think that we can still get the Artillery Doctrine to be one of the best Doctrines in Europe in Ruins. At the moment a lot of players I've been speaking to have been having trouble with where to exactly concentrate their efforts when developing the doctrine, which leads to a whole mess of a company.
There are a few problems with Artillery currently.
- No Focus or Direction of the Doctrine
- Limit unique combat units
- Artillery
How can artillery be a problem? Well when the doctrine is most filled up with artillery ability unlocks and buffs for your artillery. This causes a problem because Artillery is at such a disadvantage in Europe in Ruins thanks to the the long recharge times that were introduce to stem artillery spamming (funny that) and that the focus is so much on artillery that other units suffer. Where as in other doctrines, buffs generally focus on a multiple of unit types, this means an Artillery company facing buffed companies (even at rank 8 levels) will generally have a hard time fighting in combat due to their units not being as buffed as others.
The key to my Artillery redesign is to forget/improve the vCOH abilities because frankly; majority of those are more of a hindrance to players than a benefit due to their design.
So instead of my simply rattling on like in my first post: here is Akranadas Version 3 Artillery Doctrine.
Tommy infantry section now becomes canadian infantry, mortar pit unlocked, victor target unlocked, counter battery unlocked
Quote
*
Sighting Experience (Recon Tommies have 15% increased sight & stealth detection)[Passive RGD]
*
Mortar Supercharge (Increases range on mortar team & mortar pit, also increases Mortar barrage shots.)[Passive RGD]
*
25 Pounder (available for purchase)[Doc Unit SQL Unlock]
*
Gaging Distance (Piats and rifle grenades accuracy increased by +10)[Passive RGD]
*
Binoculars (Officers have 15% improved sight)[Passive RGD]
Quote
*
Mobile Howitzer (Priest available for purchase)[Doc Unit Unlock]
Clearing Smoker Barrage (Small Mortar Barrage that leaves smoke for advancing troops)[Battle Advantage RGD]
***
*
Overwatch Artillery (Grants use of Overwatch Artillery to a selected Sector)[Doc Unit Upg Unlock]
*
Improved Rifling (Tommy rifle range increased by 10)[Passive RGD]
Lit up (Lt and Captain can fire flare, lights up medium area and increased incoming accuracy on enemy in radius, 180s CD)[Passive RGD]
Quote
Artillery Spotters (Tommie Recon Squads can mark targets for a highly accurate bunker busting Artillery)[Battle Advantage]
+
[Doc Unit Upg Unlock]
Supercharged Rounds (Increases range and damage on artillery pieces by 25%)[Passive RGD]
Superior Rifle Training (Lee Enfield Rifle Suppression increased by 150%, Decreased Reload by 15%)[Passive RGD]
Earth shaker Barrage (Some random, high damage shells)[Battle Advantage]
Experienced Command (All command units start at vet 1, gain 25% faster exp and have a 30% larger aura radius)[Passive Scar]
Quote
Veteran Artillery Crews (Artillery weapons gain 50% increased Accuracy, 25% faster fire rate and 30% decreased Cooldown)[Passive RGD]
Shock and awe (Large Scale Artillery Barrage using multiple different shells)[Battle Advantage RGD]
Fire for effect (grants use of recycle reset for whole team -- 1 free , purchase more)[Battle Advantage RGD]
Artillery Officer Training (Lieutenants grant Artillery and Mortars within their radius 20% increase Damage, Captains grant Artillery and Mortars within their radius 30% Increased Accuracy)[Passive Scar]
Canadian Rifles (Lee Enfield Accuracy Increase by 25% at all ranges, Damage increased by 30%)
The Idea behind this revision is from Tier 2 onwards; you give the player a choice of a Off Map Artillery weapon, 2 Infantry buff, 1 On Map Artillery buff. Given players a choice to focus on 3 specific areas of doctrine design.
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DasNoob
EIR Veteran
Posts: 3430
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #29 on:
July 21, 2009, 09:26:09 pm »
I recently scrapped my RCA company. I'm going to try an all off map approach instead of the on maps. Hell, I'm not even going to unlock the 25lb or priest.
We'll see how it works. It can only be better then relying on those units with their doctrines. More of my company will now be effected by the doctrine choices too!
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Quote from: Smokaz on February 24, 2010, 11:45:39 am
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jackmccrack
EIR Veteran
Posts: 2484
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #30 on:
July 21, 2009, 09:29:53 pm »
I like what you've done with this so far.
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Let's talk about PIATs in a car.
jackmccrack
EIR Veteran
Posts: 2484
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #31 on:
July 21, 2009, 09:37:53 pm »
Is "Fire For Effect" like a refresh on abilities like off maps and Field Repair?
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DasNoob
EIR Veteran
Posts: 3430
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #32 on:
July 21, 2009, 09:56:56 pm »
That was the idea. All abilities that have a timer etc.
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jackmccrack
EIR Veteran
Posts: 2484
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #33 on:
July 21, 2009, 09:58:27 pm »
Sounds p. sweet. Finally Allies can get some team-based doctrines.
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CommanderHolt
EIR Veteran
Posts: 600
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #34 on:
July 21, 2009, 10:39:02 pm »
I personally think that "Canadian Rifles" is a bit too bland as it the bog standard passive buff increase and I was hoping for something a little bit more unique.
I have posted this elsewhere and I think it might be better that I post here as this corresponds to Artillery Doctrine. Its my first try at suggesting a Doctrinal Ability really, and I was worried if this was too OP.
T4
Superior Marksmanship (Or "Zeroing In" if not creative enough)
Affects Lee Enfield Rifles Only
15% More Accuracy
Medium and Short Range increased by 75%
20% More Damage
Pretty much the idea here is to discourage your opponent from getting too close to you as you will be much more accurate at a much more farther distance then you were previously thereby forcing your opponent to either run through the gauntlet of much more accurate (and damaging) rifle fire or back off and get rained on by Artillery shells or Mortars.
Of course the buff here might be a bit UP, I don't know, but you can teak the numbers later on, but I just want to get the basic concept in.
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Akranadas
Honoured Member
Posts: 6906
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #35 on:
July 21, 2009, 10:48:27 pm »
You're looking at it all wrong: If you want to use Canadian Rifles you are most likely going to be picking the following abilities:
Improved Rifling (Tommy rifle range increased by 10)
Superior Rifle Training (Lee Enfield Rifle Suppression increased by 150%, Decreased Reload by 15%)
Together with Canadian Rifles
Canadian Rifles (Lee Enfield Accuracy Increase by 25% at all ranges, Damage increased by 30%)
You have a unit that can hit the enemy from a Range of L = 45, M = 27, S = 18, with an Accuracy of L = 0.5, M = 0.68, S = 0.87, can suppress enemy troops at around 3-4 Volleys of Rifle fire, reloads at 1.7-1.3 and deals 13 damage per shot.
You need to look at the doctrine as a whole rather than abilities simply by themselves, because due to the way players can select abilities; they will be building their style of company throughout the course of playing. Your idea stacked with previous abilities would create an imbalance.
«
Last Edit: July 21, 2009, 10:50:16 pm by Akranadas
»
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CommanderHolt
EIR Veteran
Posts: 600
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #36 on:
July 21, 2009, 10:59:07 pm »
I wasn't aware that Improved Rifling affected all Ranges. I thought that it only affected Long range like everybody said in an earlier thread.
Here....
http://forums.europeinruins.com/index.php?topic=11092.0
Anyways, as I said, numbers could be tweaked, and Medium and short ranges can increased by 25% instead of 75%.
15% More Accuracy
Medium and Short Range increased by 25%
20% More Damage
«
Last Edit: July 21, 2009, 11:07:25 pm by CommanderHolt
»
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LuAn
EIR Veteran
Posts: 572
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #37 on:
July 22, 2009, 06:21:45 am »
I totally agree with Akranadas Review, thats a worthy Artillery Doctrine!
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aka
UckY
Smokaz
Honoured Member
Posts: 11418
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #38 on:
July 22, 2009, 06:24:08 am »
Rifles that outrange tanks..?
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LuAn
EIR Veteran
Posts: 572
Re: Artillery Doctrine Report + Artillery Redone
«
Reply #39 on:
July 22, 2009, 06:31:35 am »
Quote from: Smokaz on July 22, 2009, 06:24:08 am
Rifles that outrange tanks..?
If you buff them with a T2+T4.
And only by 0,2m if you dont have Improved Barrels on your p4
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