Fallout 4

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How can I tell where the min and max ranges are for artillery?
How do I know where my artillery cannons at settlements can shoot?
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Showing 1-15 of 15 comments
ARmodder Apr 17, 2016 @ 10:34pm 
Best Guess is around 1200ft-1500ft/400-500m from the artillery piece based on what I've seen, though it might be less as it's been a while since I tested it, I might even be off a bit.

https://youtu.be/CteLr-pjnsI
Last edited by ARmodder; Apr 17, 2016 @ 10:40pm
Yhwach Apr 17, 2016 @ 10:41pm 
5 grid squares in every direction
ARmodder Apr 17, 2016 @ 10:45pm 
Originally posted by Scarecrow:
5 grid squares in every direction
Thank you as I was actually thinking I heard that somewhere but couldn't remember.
JuggernautOfWar Apr 17, 2016 @ 11:08pm 
Originally posted by Scarecrow:
5 grid squares in every direction
Tested this but it still did not fire. Is there a minimum range for the cannons? I went about half a grid square away from the cannon and nothing.
Al Apr 17, 2016 @ 11:10pm 
Thats the whole point of the random settlements dotted around the map put artillery in all of them and you will have full coverage of the whole commonweath its bloody great :)
JuggernautOfWar Apr 17, 2016 @ 11:48pm 
Okay so about five grid squares away, but how close will it fire?
Yhwach Apr 17, 2016 @ 11:50pm 
Originally posted by JuggernautOfWar:
Okay so about five grid squares away, but how close will it fire?
Not too close, a great example of this is the beginning mission for the artillery fire, you know that diner that you blow up?
That's close to the minimum.
Last edited by Yhwach; Apr 17, 2016 @ 11:51pm
ARmodder Apr 17, 2016 @ 11:56pm 
Originally posted by _:
Originally posted by JuggernautOfWar:
Tested this but it still did not fire. Is there a minimum range for the cannons? I went about half a grid square away from the cannon and nothing.
Yes, they will not fire too close, just as in real life it is very unsafe and the wind could blow it back to where it came from. Plus sharpnel. But in game mechanics, I dont know why they cant shoot themselves if you really want them to.
Also, as the people said above, the coverage is 500m, or 5 grid marks, as every grid is 100m^2.
My friend in real life wind cannot blow artillery shells back to where they came from your talking 36-106+lb shells, and Danger Close fire missions occur albeit not frequently, but they do occur same as with airstrikes and CAS missions.
feanor68 Apr 18, 2016 @ 12:00am 
Originally posted by ARmodder:
Originally posted by _:
Yes, they will not fire too close, just as in real life it is very unsafe and the wind could blow it back to where it came from. Plus sharpnel. But in game mechanics, I dont know why they cant shoot themselves if you really want them to.
Also, as the people said above, the coverage is 500m, or 5 grid marks, as every grid is 100m^2.
My friend in real life wind cannot blow artillery shells back to where they came from your talking 36-106+lb shells, and Danger Close fire missions occur albeit not frequently, but they do occur same as with airstrikes and CAS missions.

okay, but this is the Fallout universe, where on rare occasions for example, an enemy can shoot at me and take a richochet return-fire AND get hit :P
SIlverblade-T-E Apr 18, 2016 @ 3:05am 
mortars have a VERY short minimum ranges since they could fire damn near on their on firebases at times to stop mass waved attacks
fuses have a minimum travel time safety feature to prevent early detonation, but you could fire a mortar damn near straight up and so the shell would would have enough flight time and thus arm
also why the 40mm grenade launcher has such a complex fuze comparitively for such a small thing, for safety it cannot detonate until it's travveled 30 metres or so away from you....unless you fire it straight up.....
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mortars fire extremely high arcs and use low pressure/power proplusion, so they don't have the range of more "conventional" artillery,
but have very thin and thus light easy to move and manufacture barrels since they don't need to be so strong (it could actually take several years to make all of a battleship's main guns so they often had to be ordered before the ship began building)
and the neat vertical drop from the high arc means mortar shells do not bury themselves uselessly into the ground deeply at a shallow angle BEFORE exploding
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conventional "artillery" shells waste most of their power blowing a crater and spraying shrapnel up high above enemies' heads from their low angle of impact
where as mortars fragments fly out damn near horizontally and thus are much more likely to harm enemies by comparison
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and since low pressure the shell's have very thin cases compared to conventional rounds and thus more epxlosives by comparison in prorption
all of which means mortars ae WAY more deadly to infantry than what you may call "howitzers/cannons"
Mortars were the biggest infantry killers in World War2, not machineguns, tanks or "cannon"
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At the end of WW2, the first radar proximity fuses were created for artillery of all types and aircraft bombs, that vastly increased their lethality so much even Patton was shocked, the projectiles would blow up 10 to 40 feet in the air and so no power was wasted making useless craters instead scything down enemies en masse.
you had ot be under cover to escape harm, so hiding in craters, being in an open topped half-track APC etc wasn't much use.
part of why you don't really need nuclear weapons on the battlefield, modern conventional weapons are FAR cheaper and more cost effective since they are so incredibly lethal now

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I suppose the FO4 mortars could use something like gas cylinders for making the projectiles, common enough so not requiring too much work to craft.

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some thoughts for today :P
Last edited by SIlverblade-T-E; Apr 18, 2016 @ 3:10am
CrackeR Apr 18, 2016 @ 4:58am 
Does it really matter? Toss out a flare, they are very cheap!!!!
Originally posted by Cracker:
Does it really matter? Toss out a flare, they are very cheap!!!!

Of course it matters. It is not about the cost of flares, it is about planning whether an airstrike on a target you have intention of attacking is a viable option or not.
SIlverblade-T-E Apr 18, 2016 @ 1:54pm 
really the map should SHOW viable artillery zone rangers just like for Supply Lines!
a hot key showing circles on the map centred on artillery settlements
JuggernautOfWar Apr 18, 2016 @ 2:46pm 
Originally posted by SIlverblade-T-E:
really the map should SHOW viable artillery zone rangers just like for Supply Lines!
a hot key showing circles on the map centred on artillery settlements
This so much.
ARmodder Apr 18, 2016 @ 7:38pm 
When CK gets released I'd love to see modders make custom Mortar/Artillery mods that add WWII and/or Cold War/Present Day Mortar and Field Artillery Pieces and selectable Shell Types DPICM, HE, Illumination Rounds, and Smoke rounds ect. I'd like to see the M224 and M252 Mortars and the old M102 105mm Howitzer, and have the ability to assign a settler to it or allow the player to manually load, aim and fire them! and make the M224 60mm Mortar portable for assaults on such places like Big John's Salvage yard, and Weston Water Treatment Plant.

I think this would be a great way to make the player more active in defending settlements (if they so choose) while giving artillery a bigger presence, yes I'm that one guy who wants a ton of military hardware in a post apocalyptic game, though such a mod would also have range tables to address the range issue of both the vanilla arty and the new mod-added arty pieces. Unfortunately I am not great at scripting or 3D moddeling :(

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Date Posted: Apr 17, 2016 @ 10:31pm
Posts: 15