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The new artillery mechanics make short range artillery worse.
I just tested out the Inferno cannon and boy do the new artillery mechanics make it awful to use. I understand why the change was needed for things like cannons and catapults but the Inferno cannon really should have been left out. Its short range means it really needs to be able to reposition and then fire. As it stands it's a major detriment to take one over any other long range artillery.
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I agree, its so easy to manouver around the firing arc if it is at the same time so short and immobile.
For me it is a good change the inferno was broken. Maybe lower his price.
Αναρτήθηκε αρχικά από Evilstein:
For me it is a good change the inferno was broken. Maybe lower his price.
This is the better approach. The Inferno cannon is a specialist artillery piece, and it is still powerful when used right. Artillery now have free pivot, so you cant really "hide" except if out of range.
Give it a cost reduction, and it will be fine.
Artillery feel quite broken now in certain ways.

When they break from battle they don't flee with the rear towards the enemy and they barely move, instead they block the way for the thing that broke them.

When shooting artillery to artillery at maximum range they go in and out of range of each other depending on facing, it's a bit annoying when you can't shoot and they can shoot back

AI can't play at all with Inferno cannon, it will just hang back waiting for enemies that never come.

The skills also feel not as fun as earlier.
I think fleeing and how loosing combat is handled will probably be fixed next week, when Per the dev is back from vacation.
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Εμφάνιση 1-5 από 5 σχόλια
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Ημ/νία ανάρτησης: 18 Ιουλ 2024, 16:06
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