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Author Topic: Artillery Doctrine Report + Artillery Redone  (Read 14987 times)
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Akranadas Offline
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« on: July 15, 2009, 10:01:59 pm »

THIS WAS A DISCUSSION ON THE DOCTRINE: THINGS DETAILED WITHIN THIS POST MAY OR MAY NOT BE IMPLEMENTED

Artillery Doctrine, as I see it is the weakest of all the doctrine selections currently devised in Europe in Ruins. Where as other doctrines focus on Infantry, Tanks, Defences or Tactics; Artillery doctrine doesn't focus on anything and as consequence comes out as a jumbled mess of mis-matched doctrine abilities that don't work coherently with each other. This results in doctrine abilities that don't build well together or no real good combinations to create new tactics like you will be able to with other doctrine choices.

I feel I am in the best position to make these claims and observations as the only developer currently playing the Artillery Doctrine and who has been experimenting with the various already implemented doctrine abilities as well as viewing the other doctrine abilities with plans for the future tactics it will introduce once they are implemented.

The problem is no direction in where the abilities go. For example, in Tier 1, we have mostly infantry buffing abilities that aim to allow you to engage your enemies at longer ranges. Tier 2 sees you gaining support abilities, Tier 3 is Artillery and Tier 4 is... well Team based mostly which doesn't help you individually like 95% of other doctrinal Tier 4s.

I feel the way to fix the Artillery Doctrine is to give it focus and give it some doctrinal abilities that make players go; I want to play Artillery Doctrine, which they currently don't with options like Commandos and Engineers with Churchills & Emplacements.
So to do this; I feel that Artillery should be focused on engaging the enemy at range and keeping them at Range where your units can deal the most damage, this is handled through Infantry and Officer Buffs with Artillery Focus. Basically it's an Infantry/Artillery Tree. I'll go through each Tier and analysis the doctrines contained within and suggest areas that they should be improved. You are welcomed to disagree, but I feel I am being reserved with these doctrinal choices and reworks. Where I can, I will not change the focus of the ability, rather the bonus' it implies.


Tier 1

Tommy infantry section now becomes canadian infantry, mortar pit 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 nades are 10% more accurate)[Passive RGD]
*Binoculars (Officers have 15% improved sight)[Passive RGD]

I'll start with the automatically unlocked Units, the Mortar Pit is fine; it works well and does it's job great for it's price. However, the inclusion of Canadian Infantry is purely of cosmetic value and adds nothing to game play like units such as Kangaroo, T17, STuHs, Rangers, Commandos ect. But that's fine, as I feel it will give them a little more flavour. However, to add to the 'auto-unlocks' and make up for the lack of offensive units that are included in other doctrines I feel that Artillery Doctrine should automatically gain the abilities:

 * Victor Target


This isn't vCOH where the British have numerous artillery weapons on the field at one time, the power of victor target comes from it's ability to direct all artillery pieces on the field at a single point, regardless of range and cooldown. In Europe in Ruins, no player is going to have more than 1 artillery unit on the field at any one time due to the population investment and PP cost of having multiples. That means that Victor Target will only affect 1 Artillery Piece every 8 Minutes and currently costs 140 Munitions. Not nearly worth the Tier 2 unlock that we currently have it at (but that's later)

 * Counter Battery Fire

Counter Battery Fire, at it's heart is a weak ability. This comes down to it's situational usage and the artillery piece in counter battery lock down being unable to do other orders. Counter Battery Fire in vCoH is strong due to the numbers of artillery weapons that the British and put on the field at any one meaning you can have one Artillery piece on CBF and another on manual fire. In Europe in Ruins, you can't truly bring enough Artillery Pieces onto the field at any one time due to the population and PP costs. Having your only artillery piece in CBF makes it a stationary target and it will only fire at enemy Nebelwerfers, Hummels and Stukas, Which the enemy is bound to continually move as CBF can be dodged due to it retaining the same accuracy as a normal barrage. This means, there is a high chance to miss and not hit any targets as the enemy just moves out of the artillery barrage. You can archive the same result with manual fire. The only situation when CBF is better than manual barrage is if the enemy has multiple Nebelwerfers, Hummels or Stukas, which doesn't happen to often. This ability ultimately isn't worh a PP cost due to the limited use on the battlefield it brings (which I will talk about more when we get to where it's supposed to be unlocked).

Overall, Tier 1 features some Solid unlocks, the Sight Bonus' from Sighting Experience and Binoculars is a great asset to have on the battlefield. Mortar Supercharge is likewise a great ability to have, making your mortar pits reach 100 Range, the 25 Pounder, while a under preforming unit; is still good for a Tier 1 (the problem lies with the implementation of the unit, not the doctrine unlock). The only doctrine ability that is under preforming in Tier 1 is Gaging Distance.

Gaging Distance (Piats and rifle nades are 10% more accurate)

While this ability is proving to be apparent on the PIATs, it isn't noticeable on the Rifle Grenades. This is partially due to the awful Accuracy of the Rifle Grenade for the get go, with it be a mere 5% at Long Range, 25% at Medium range and only 50% at short. This means the Rifle Grenade has one of the worst accuracy ratings of an weapon in the game, which in combat turns to you losing more fights because you have Rifle Grenade equipped Troops rather than un-upgraded Tommies, which actually preform better in straight combat than ones with Rifle Grenades. Rifle Grenades ultimately end up forming a luck factor when fighting enemy weapons, which kills the weapons effectiveness in combat.

That means, with the 10% increase of accuracy, the Rifle Grenade only gets 5.5% Accuracy at Long Range, 27.5% at Medium range and only 55% at short. The improvement is so little that it appears non-existent on the weapon, which isn't something you want on ability, even if it is Tier 1. Which in turns has no effect on it's combat ability and again, it is far more safer to just take un-upgraded Tommies than it is to take Rifle Grenadiers. Which is a shame, due to the weapon being one of the only ways British Infantry can clear out HMGs from Buildings due to them not having Flame Throwers or normal grenades like the other factions have.

Possible Solutions/Improvements to make the Doctrine ability work better for the Rifle Grenades:

 - Remove the Percentage based buff, and replace it will a constant number. I suggest 5 for PIATs (which will remain like the 10% buff they currently get with this ability) or 10 to Rifle Grenades. Which will mean that Rifle Grenades will now have the following;
15% at Long Range, 35% at Medium range and only 60% at short. Which is by far, a better improvement to this weapon then the current increase they receive with 10%. It will be noticeable without overpowering as the unit it is on also has to deal the the lure of Brens.


Tier 2


Tier 2 should ultimately expand on what Tier 1 introduces as well as introducing some newer toys for the players to think about. This is easily most evident in Doctrines like Airborne and Blitzkrieg. Tier 2 for Artillery Doctrine should also give the players some form of Off Map Artillery weapon due to the Doctrine giving the allure of an Artillery based Doctrine. Ultimately at the moment it fails at what I pointed out. Tier 2 as far as I am concerned; is a jumbled mess for artillery doctrine, which too much emphasis on rather gimmicky abilities and ones that just aren't worth the PP investment.

Quote
*Mobile Howitzer (Priest available for purchase)[Doc Unit Unlock]
Creeping Smoke Barrage (Grants 2 uses, max 4, Gives 1 max use of Creeping Barrage)[Battle Advantage RGD]***
*Forward Observation (FOO Available for purchase on LT & Captain, Victor Target available on Cpt.)[Doc Unit Upg Unlock] (BUGGED) - FOO not showing up, VT does nothing
*Improved Rifling (Tommy rifle range increased by 15%)[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]

I'll start by point out the ones which are fine. Priest at Tier 2 is fine; it works and is worth the 50 PP you need to pay to unlock it, its a solid unit and comes in handy when fighting a defensive styled players. Lit Up, It's good; I'll give you that; I sounds interesting and should make battles work in the infantries favour; depending on How much it increases incoming accuracy that is. If it's 5-20% no, it won't be worth it. It'll have to be around 20-25% for it to be on par with Marked Target (which is utterly awesome incarnate). Now, that the abilities that aren't worth it/ don't belong in this doctrine.

Creeping Smoke Barrage (Grants 2 uses, max 4, Gives 1 max use of Creeping Barrage)[Battle Advantage RGD]***

Smoke, it's one of those underused weapons that can turn the battle around; the Problem with Creeping Smoke Barrage is this: I can buy it on my Cromwell Command Tanks for 50Munitions and get the same affect. Another problem; it is only good when combined with Assault Infantry due to them doing more damage the closer they get the enemy. Lastly, Smoke is already a Newbie advantage and Creeping Smoke Barrage won't be any different from the Smoke Barrage's preformance. Ultimately, the idea is sound; it's just worthless when you consider the alternatives in other doctrines that get offensive off maps, while your stuck with no damage smoke (which will in most cases just alert the enemy of you coming rather than helping you). I believe this should be replaced with an Offensive Artillery Barrage: even if it is a copy of Infantry Doctrines Artillery Barrage; it's still better than smoke.

*Forward Observation (FOO Available for purchase on LT & Captain, Victor Target available on Cpt.)[Doc Unit Upg Unlock]

I've bought this ability and really; I feel like I shouldn't have. It gives no noticable benefit considering FOO costs 140Munitions and both Officers cost roughly the same (minus 5MU and 5MP). I can get the same effect as this doctrine ability if I just buy more captains and waste PP on oversupplying them because it is cheaper in the long run. LTs just die too easy when trying to use this ability and aren't any better with their buffs or combat abilities (Captain has chance to 1 shot enemy soldiers while LT does not). Overall, I am having far more success running just captains (due to their buffs being hugely better than Lts) and stacking FOO on them then I am using Lts with FOO, just because theirs no real difference in company design.

Further more, Victor Target isn't nearly as powerful in EIR as it was in vCOH due to the number of artillery pieces that you can have on the field at one time. The strength of Victor Target was to ignore cool downs and range and focus all artillery weapons on one location. Due to the nature of EIR; you usually on have 1 Artillery weapon on the field at once and you bring it close as you can to the front line to maximise accuracy to ensure you actually hit something. So all that victor target will do (for ANOTHER cost of Victor Targetting - 140 Mun (Recharge 480 seconds) ) is allow you to skip the recharge of your artillery piece every 8 minutes....wow.... so useful; it's far more cost effective to just spend that munitions on another captain and FOO and no real benefit of putting FOO on an Lt over a captain.

This ability should be replaced with Overwatched Artillery (Which is NOT worth Tier 3... ever.) which far better fits the idea of an Artillery based doctrine than just giving an already implemented ability to a unit which in basically the exact same as it was already one.

Improved Rifling (Tommy Rifle Range increased by 15%)

Affects only Tommy Rifle Sections Lee Enfield Rifle. Increases max range from 35 - 40.25

That 5 extra range that the ability gives you is negated the second an enemy engages you, as the can close into their max range within less than a second. Meaning your advantage, is more of a disadvantage as it gives away your position while not giving you a large bonus.

It needs a slight buff because at the moment, at 50PP and being a tier 2 it doesn't have the affect I think we all expected. Couple this with the light damage the Lee Enfield does (10 damage) and the low accuracy at max range (40%) combined with it's slow rate of fire, the advantage of this doctrine ability isn't that effective when compared to other T2's.

Possible solutions and improvements could be to:

 - Increase the range bonus to 10+ range rather than a percentage, which will increase the Rifle Section's max range 45 (Snipers are 50) but remember; it only affects Lee Enfields, not Brens or Rifle Grenades. So they will still have 10 Damage, and still have that 40% accuracy at that long range.


« Last Edit: July 21, 2009, 08:51:07 pm by Akranadas » Logged
Akranadas Offline
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« Reply #1 on: July 15, 2009, 10:02:13 pm »


Tier 3


I don't have much good to say about this one, everything about it is wrong. Except well Supercharged Rounds and Experienced Command, but even that has problems as the Captain has no aura, and is sector based and vet on these guys doesn't really do much. But, you can't have it all I guess.

Quote
Creeping Barrage Offmap (And Available for purchase)[Battle Advantage] + [Doc Unit Upg Unlock]
Supercharged Rounds (Increases range on artillery pieces by 25%)[Passive RGD]
Firing Stations (Enables Counter Battery and Overwatch)[Passive RGD]
Earth shaker Barrage (4 -5 shell barrage, powerful but inaccurate, large delay between shells, 2 uses)[Battle Advantage]
Experienced Command (All command units start at vet 1, gain 25% faster exp and have a 30% larger aura radius)[Passive Scar]

Creeping Barrage Offmap (And Available for purchase)[Battle Advantage]

I don't understand where people get the idea that Creeping Barrage is this godly ability that kills everything in it's path without warning and is incredibly powerful. The truth is, Creeping Barrage is about as effective at killing units as the normal howitzer barrages, this is due to it using the same damage tables. The only difference is that instead of saturating an area, it goes in a somewhat straight line, It still have 6 shells but they are focused on the area and due to the way the ability works; it actually causes less splash damage then a normal barrage hit. The only real benefit it gives you is clearing a path, and even then; a smart player can just avoid most of the barrage by moving to the side of it. Unless this off map version is somewhat better than the in game ability on the artillery, it wont' be worth the 75 PP when it's in the same company as things like V1s and Rock Barrages.

Firing Stations (Enables Counter Battery and Overwatch)

As I've already mentioned in this post; Counter Battery and Overwatch have been move in my ideal Artillery doctrine. So that eaves use with an ability slot that needs to be filled. Because Fire Stations is never ever ever ever ever ever ever EVER going to be worth a Tier 3 choice. What we need in it place is another buff to the Infantry that was set as precedent by the Tier 1's and Tier 2 choices, so if a player wants to build a company based around the Infantry and Officer buffs rather basing on Artillery; they can. That is why I am suggestion we replace it with:

Superior Rifle Training (Lee Enfield Rifle Suppression increased by 100%, Decreased Reload by 5%)

This will mean, a Un-upgraded Tommy Squad (Brens and Rifle Grenades will actually make the squad worse) has the capacity to suppress infantry in 2-4 Volleys. This only affects the Lee Enfield Rifle, which further cements the Artillery Doctrine about keeping the enemy within Artillery range with Infantry, so that the Long Ranged Artillery and Mortars can do the killing. I feel this would be an excellent abiltiy and actually make players think "Should I upgrade with Brens? Or Should I just use my Tommies for the Suppression?". They will be still worse than a Machine gun, but combined with Officers and other Un-upgraded Tommies; this would be an ability that any player would have to think long and hard about whether to get it or not, this will be also the first doctrine ability that will probably make players not to want to upgrade their units, which is a big plus in the choice department.

Earth shaker Barrage (4 -5 shell barrage, powerful but inaccurate, large delay between shells, 2 uses)

The Original Idea behind Earthshaker Barrage was to be somewhat equal to the Wehrmacht V1, which is devastating when used correctly. But somewhere, someone change Earth Shaker to be more like a normal Off Map Howitzer shot. I would much rather be unique and identifiable by players after they see it. That is why I feel it should be tuned to be the following.

Earth shaker Barrage (1 shell barrage, slightly accurate, small (7.5 seconds) delay between smoke an shell, 1 uses)

The weapon/shell we should use for the Earth Shaker is the AVRE's Mortar. This weapon deals significantly more damage than a regular howitzer shot and fits the idea of a massive artillery shell that is designed to utterly destroy anything too stupid to move out of the way. This still makes it weaker than the V1, which deals 750 Damage compared to the AVRE shot which does 500, if we wanted we could just tune the damage to equal, although it won't have the large radius of the V1, that was way I was think more along the lines of 2 coming down in short succession of each other. Either way, this ability with my changes will fit the bill of the player actually playing an Artillery based doctrine, rather than a one with light artillery.


Tier 4


Artillery's Tier 4 choices at the moment are a little lost in what they are meant to archive. The problem with the is the 2 abilities that don't actually help the player's combat ability like other doctrines T4's.

Quote
Increased Rounds (Priest does 25% more damage, 25% faster recycle, 25% more shells)[Passive RGD]
Field Domination (When triggered all enemy off maps are disabled for 5 minutes, 1 free use, purchasable more - notifies enemy)[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]
1x TBA

This causes a problem when players come to choosing their tier 4, as you place the player into a area where they either pick something to buff their Artillery (Priest) or 2 abilities that don't directly affect combat and instead promote the player not playing with people he doesn't know/preplanned with. Each doctrine choice should be able to stand on it's own without the need to rely on perfect planning from a team point of view or a luck of the field. But I am willing to play, wait and see as to how they will be played out (if they are at all possible) but I don't have high hopes for players picking them over other Tier 4s.

I'll only talk about the 1 Doctrine abilities I think needs tuning and suggest another one that further increases the emphasis on keeping the enemy at range.

Increased Rounds (Priest does 25% more damage, 25% faster recycle, 25% more shells)[Passive RGD]

This is fine, but I would prefer it to affect the 25 Pounder (as players may never choose to actually by the priest) as well, and not include 25% more shells. The reason behind no more extra shells is because after the first or second shell has landed, what ever you were trying to kill has usually left the area, bombing it further does nothing to help you, only hinder you as your artillery is even more static. I suggest replacing it with:

Increased Rounds (Priest and 25 Pounders do 25% more damage, 25% faster recycle, shells now stun)[Passive RGD]

Now, that would be a hard T4 to pass up by anyone; the ability to do keep your enemy stuck within your artillery barrage while the 3-4 other shells land is more important than anything from an artillery players point of view.

For the last Tier 4, I am suggesting the following:

Crippling Shots (Rifle Grenades now equip the entire squad (5) with Rifle Grenades, Rifle Grenades also deal a Stun Effect

This further increases the emphasis on the Artillery doctrine keeping the enemy from their artillery lines while they smash them with Artillery and Mortars, using these defensive style infantry to slow the enemy advances. I feel that this ability would be a highly useful one that no player will think about passing up. The ability to stun your enemies troops while you either call in your artillery on top of them, or reposition other weapons to fight them is the one of the best tactics we can promote within this doctrine.



With my Proposed Changes, the new look artillery doctrine will appear like this:

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]
Off Map Howitzer Barrage (Grants 2 uses, max 4, Gives 1 max use of Howitzer Barrage)[Battle Advantage RGD]***
*Overwatch Artillery (Grants use of Overwatch Artillery)[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
Creeping Barrage Offmap (And Available for purchase)[Battle Advantage] + [Doc Unit Upg Unlock]
Supercharged Rounds (Increases range on artillery pieces by 25%)[Passive RGD]
Superior Rifle Training (Lee Enfield Rifle Suppression increased by 100%, Decreased Reload by 5%)[Passive RGD]
Earth shaker Barrage (1 shell barrage, slightly accurate, small (7.5 seconds) delay between smoke an shell, 1 uses)[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
Increased Rounds (Priest and 25 Pounders do 25% more damage, 25% faster recycle, shells now stun)[Passive RGD]
Field Domination (When triggered all enemy off maps are disabled for 5 minutes, 1 free use, purchasable more - notifies enemy)[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]
Crippling Shots (Rifle Grenades, PIATs (only vehicles) and Mortars now stun Enemies)

As you can see, I really haven't changed that much; just tweaked and moved a few things to places where they would be more relent regarding other doctrines and the abilities/unlocks they give. These changes will also make Artillery doctrine less muddled and more focused on certain areas of combat that what it current is. Please, take aboard everything I have written here; this thread is a culmination of 3 weeks of playing Artillery doctrine, observing other doctrines and research. I know it was a long read, but I don't think I could have done it any better without the large amounts of text accompanying it.
« Last Edit: July 21, 2009, 09:10:45 pm by Akranadas » Logged
bbsmith Offline
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« Reply #2 on: July 15, 2009, 10:10:53 pm »

Good read. I like it.
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CommanderHolt Offline
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Posts: 600


« Reply #3 on: July 15, 2009, 10:28:03 pm »

Quote
Superior Rifle Training (Lee Enfield Rifle Suppression increased by 100%, Decreased Reload by 5%)

I'm not sure, I really like the ability for my Regular Infantry Sections to be useful (with a useful T2 range increase backing them up!), but I'm worried that people will just blobing up Infantry Section to do instant suppression and might pin enemy infantry with sheer numbers.
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Akranadas Offline
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Posts: 6906


« Reply #4 on: July 15, 2009, 10:29:16 pm »

Quote
Superior Rifle Training (Lee Enfield Rifle Suppression increased by 100%, Decreased Reload by 5%)

I'm not sure, I really like the ability for my Regular Infantry Sections to be useful (with a useful T2 range increase backing them up!), but I'm worried that people will just blobing up Infantry Section to do instant suppression and might pin enemy infantry with sheer numbers.

It would take 3-5 volleys (each unit in the squad firing at a time) to suppress units.
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CommanderHolt Offline
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« Reply #5 on: July 15, 2009, 10:30:14 pm »

How many more volley would it take to pin?
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Akranadas Offline
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Posts: 6906


« Reply #6 on: July 15, 2009, 10:31:37 pm »

In theory; another 3 More. So to instant suppress you would need about 9 Squads of Non-upgraded tommies. It's far more cost effective to use a HMG in reality. This is all theory though
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CommanderHolt Offline
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Posts: 600


« Reply #7 on: July 15, 2009, 10:35:29 pm »

Well, I do hope your ideas do get implemented. I wish to try out "Lit Up" really.
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LuAn Offline
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Posts: 572



« Reply #8 on: July 15, 2009, 10:36:32 pm »

Very good read, good analysis.

The RCA Doctrine should look exactly like this!

(CBF also needs to be implemented on Mortar Pits and should fire at enemy mortars also.)
« Last Edit: July 15, 2009, 10:39:00 pm by LuAn » Logged

aka UckY  Wink
salan Offline
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« Reply #9 on: July 15, 2009, 10:43:02 pm »

I couldn't make the creeping barrage abilities work as creeping barrage abilities, so i fixed it to be more of a saturation ability Smiley

with a tweak.

as ak said, these abilities are prone to change!
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Tymathee Offline
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« Reply #10 on: July 15, 2009, 10:44:52 pm »

interesting, but one thing I"d love to see for the arty doctrine is some abilities that affect not only the player with the doc but their teammates since Artillery is usually a support weapon than really anything. Maybe giving the cromwell artillery shells that do less penetration on tanks but higher spread would be helpful, it'd make them dedecated infantry killers and give them a real good building clearer.

I also think giving more range on the rifle nade would be helpful as well along with accuracy, maybe +5 on the range, it's not much and not incredible but couple them with recon squads with the improved sights and binocs, and you have a good buliding clearer and you can kite infantry with the nades,...possibly.

Another possibly is an improved line barrage, one that drops faster so it's like boom, boom, boom, booom. Instead of Boom....boom....boom...boom.

How about another ability like victor target for the mortar pit. It'd be like the Mortar Bunker that some mods enable and that you see on the Hill map for the brits. This is something you can put in place of the extra foo for lt's so you buy an lt and you get "mortar victor target" for the lt and 'artillery victor target" for the captains.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
RikiRude Offline
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« Reply #11 on: July 16, 2009, 12:00:03 am »

wow, if arty doctrine looked like this from the beginning i would of really considered it! some really awesome ideas, would like to see them implemented as I don't often see RCA players ever.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Tymathee Offline
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« Reply #12 on: July 16, 2009, 01:51:30 am »

i tried to play....no dice
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Baine Offline
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« Reply #13 on: July 16, 2009, 02:54:14 am »

Quote

Earth shaker Barrage (1 shell barrage, slightly accurate, small (7.5 seconds) delay between smoke an shell, 1 uses)[Battle Advantage]




Eh? 7.5 seconds for a ability that sounds like Blitzkrieg Precision Strike? What exactly did you mean here?
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AmPM Offline
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« Reply #14 on: July 16, 2009, 02:59:47 am »

I think RCA needs a direct fire on the Priest, 55 range, 1 round, low accuracy....mmmm....
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jackmccrack Offline
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« Reply #15 on: July 16, 2009, 03:01:17 am »

Sounds like a Bunker/Flak buster.
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Let's talk about PIATs in a car.
Akranadas Offline
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« Reply #16 on: July 16, 2009, 03:01:57 am »

@ Baine

Well, Smoke comes down; then about 7.5 seconds after the smoke; the shell lands. It's not 100 accurate like precision strike; its meant to have sort of v1 accuracy. Earth Shaker barrage was basically designed to be the Allied version of the V1, expect where the V1 was a rocket; earth shaker was a off map avre petard drop.
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Tymathee Offline
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« Reply #17 on: July 16, 2009, 04:16:47 am »

it sux/rox. 

http://www.xfire.com/video/f20c9/

it does a lot of damage IF it hits.
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salan Offline
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« Reply #18 on: July 16, 2009, 04:42:34 am »

the current earth shaker kicks that ones butt.. and its in game Wink

just need to change the sound and explosion graphics!
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Akranadas Offline
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« Reply #19 on: July 16, 2009, 04:50:03 am »

Errr. Salan; that is your earth shaker barrage.
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