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However higher calibre artillery does use massive amounts of ammo now, which require production and shipping to the front lines. So there lighter artillery does have a purpose but not in the way you suggested (which btw does sounds pretty cool)
However, the light artilleries CAN be moved MUCH easier with Air Bridges, which can make them theoretically worthwhile.(although if you can make an air bridge somewhere, you can probably also bomb that place, so....).
For seaborne assaults it may be the most viable, I think. The ammo consumption is relevant there too, since they need less logistics.
Still, the firepower to ammo ratio for artillery isn't all that different. The lightest arty(200 firepower) takes 9 ammo, the 800 fp arty takes 45 ammo. 4 times firepower, for 5 times ammo. Not a big difference. Plus, as was mentioned in this thread, armor matters, etc. (although I think most heavier artillery gives more attacks rather than higher attack power, which means the caliber negatives shouldn't have penalties, right? Not totally sure.)
I really wish the lightest artillery could march at infantry speed. I absolutely hate the Siege Infantry deployable army thingie, since it's so darn worthless. 1 arty for 9 infantry, that's like... why? You're ruining your infantry completely. Better make an infrantry army and attaching one or two 5 artillery squads on it.
Sadly, the game still has lots of unusable things in it. I suppose that's how it goes when the game has a zillion different things in it, too hard for one person to fix all of it.
I almost never use the lighter equipments for a few reasons. First off, you'd need a lot more manpower to steel/IP ratio for them to be usable, second of all, there's the caliber issue for tanks etc(using light armor means you'll die to infantry way easier), and third there's the "too many attackers on too few enemies" penalty which means it's better to have 5 great units than 25 trash units when attacking.
Only reason to use multiple weaker units is if you have a LOT of defensible ground to cover, and have way too much manpower. Neither situation is very likely.
Time to create custom mountaineer regiments!
This is a great change, cant wait to try to this out
Much appreciated vic, can't wait to try the new changes out!
Awesome! I'm gonna love trying this out on a low tech start, should make for a very different experience.
For clarity(and for future players), would it be possible to slightly change the name of the 25mm weapons to signify that they're more mobile? Like for artillery you could call it "25mm mortars" to imply they are infantry style foot weapons for movement purposes? Otherwise people who don't know of the difference will find it really hard to ever be aware of it.
You're right, hadn't checked that part of the manual before.
I think it's both a good and a bad thing. Good because it means your super heavy stuff won't be slain as easily by pitiful things which makes for better immersion, bad because it overly much emphazises higher calibers on stuff. (imagine making a tank with a 25mm howitzer, even on early game). And this goes triply so for artillery since it seems they get a 66% penalty to penetrations, if I understood the manual correctly. (I think it used to be even worse like 2 years ago, before the firepower recalculations for a lot of weapons? (or maybe I'm just misremembering something really bad))
Still, it's fair enough as the game does encompass a huge timeframe and higher tech levels lead to higher calibers organically. Even so, I'd find it cool from a replayability perspective that there wasn't the malus, as the lighter gear are usually not worth it for other reasons too. Artillery has like 6 or 8 tubes to choose from, but I pretty much always go for the heaviest, since why not? The price difference isn't that big, but the manpower savings are, etc.
In any case, the new change to the light arty and AT guns being infantry speed is a great one, since it fundamentally changes how you use the pieces of equipment and the tactical and strategic considerations you have to take into account when choosing to use those models. It's really nice that the developer is willing to listen to feedback and experiment with the mechanics like this.