Total War: WARHAMMER III

Total War: WARHAMMER III

Không đủ lượt đánh giá
The Grand Artillery ReCalibration
   
Giải thưởng
Yêu thích
Đã yêu thích
Bỏ thích
units
Nhãn: mod
Kích cỡ file
Đã đăng
Đã cập nhật
47.382 KB
15 Thg05, 2023 @ 9:00pm
25 Thg03 @ 7:37pm
4 ghi chú thay đổi ( xem )

Đăng ký để tải xuống
The Grand Artillery ReCalibration

Mô tả
So, I was discussing something in a TWWH3 stream recently with another nerd much like myself, and we were poking around arty stats when we began discussing a pattern. For some reason, CA seems to be under the impression that catapults and trebuchets are just the utmost of precision artillery and significantly outrange all gunpowder arty.

Except... uh... well they don't. The earliest *real* mortars that operate the way the mortars in game do could launch over a thousand meters/yards. The same distance would take an utterly massive trebuchet or catapult to accomplish and you certainly couldn't use a treb that sized in the field. I'm not about to remove trebs from Bretonnia, as they are in fact the only artillery that Bretonnia has (where's the mangonels and ballistae CA?) but at the same time... it annoys me that a trebuchet *significantly* outranges a mortar. I'm not about to like, just set everything to real world ranges both because trebuchets were so varied that finding an actual specific range is uh... not a thing (standardized models weren't exactly a thing back then. A trebuchet was more or less made to whatever specifications the builder was asked for) but also because if I set real world ranges uh... suffice to say you'd be hitting the other side of the universe as far as battle maps are concerned with a basic Mortar, nevermind the more advanced Dreadquakes.

So I'm going to be tweaking a good... chunk of the arty in the game. Less so the stuff like cannons and other pinpoint arty. Mostly because aside from quibbling over range, they're all more or less fine. If anything the only thing I'd be applying would be nerfs across the board because hitting a man sized target from 400 meters with a cannon that's as likely to explode in warpfire as it is to work correctly *looks at Warp Lightning Cannon with sweat on his brow* well... I wouldn't hold my breath on doing that casually. But while firing an unsighted artillery piece at a target no larger than a human being and *hitting them* is uh... unlikely to happen very often, it's what those arty pieces exist to do. They lack the anti-group potential most of them should have as it is, bouncing cannonballs at knee level isn't really a thing in this game, so taking away their usability against lords and such is just not something I care to do.

So... Let's see about tweaking some stuff to make things hopefully make a bit more sense... at least to my brain. Hopefully you agree.

Units that were affected:

Doom Divers
Calibration Area: 13>10

Bolt Thrower Spread Shot
Calibration Area: 15>20

Reaper Bolt Thrower Spread Shot
Calibration Area: 15>20

Basic Cygor
Calibration Area: 60>65

RoR Cygor
Calibration Area: 55>60

RoR Rogue Idol
Calibration Area: 55>60

Casket of Souls
Calibration Area: 70>60 - It's literally ♥♥♥♥♥♥♥-seeking pissed off souls, they get to be a bit more accurate than that.

Queen Bess
Calibration Distance: 275>300 - Slight tweak, just because its range being so much longer than its calibration distance felt bizarre. If this is way too strong I'll tweak it back down.

Gnoblar Scrap Launcher
Calibration Distance: 340>325
Calibration Area: 80>95 - It's ricketty as hell looking, made by the 'finest' Ogre and Gnoblar craftsmen... combined with the extremely... irregularly shaped payload, got a bit of a nerf in terms of dispersion area.

Grudge Throwers (All)
Calibration Distance: 340>325
Calibration Area: 80>90 - As effective as Dwarven Engineering is, and we'll get back to that with the Chaos Dwarf stuff, catapults are not precision weapons. They do however get a bonus over the Scrap Launcher because I imagine Dwarves are way more careful about the weight and even rough shape than Ogres and Gnoblars are.

Screaming Skull Catapult
Calibration Area: 80>90

Bretonnian Trebuchet (Both)
Calibration Distance: 340>325
Calibration Area: 90>85

Rock Lobber (Both)
Calibration Distance: 300>325

Dreadquake Mortar (Both)
Range: 380>420
Calibration Distance: 275>325
Calibration Area: 140>90

Plagueclaw Catapult - The Plagueclaw is literally the only artillery piece in the damn game with a calibration distance 150% further than its maximum range. As such these tweaks are going to hit it a bit harder than they're hitting other trebuchets. Primarily in making its max calibration area actually hittable. I did tweak it down a bit from that though, and I intend to test to see how well these changes seem to work out soon.
Calibration Distance: 600>325
Calibration Area: 150>125

Deathshrieker Rocket
Range: 420>450
Calibration Distance: 240>300
Calibration Area: 180>170

Fire Rain Rocket
Range: 400>450
Calibration Distance: 240>300
Calibration Area: 180>170

Sky Junk
Calibration Distance: 240>300
Calibration Area: 180>170

Imperial Rocket Battery
Calibration Distance: 300>320

Imperial Mortars (Standalone, War Wagon, Sootsoon's)
Calibration Area: 380>300

Vampire Coast Mortars
Calibration Distance: 275>285
Calibration Area: 400>350

Units that were not affected:

The single-shot ammunition of the bolt throwers, any high precision artillery like warp lightning cannons, etc. Ones that logically were already more or less where they belonged.
11 bình luận
Selonianth  [tác giả] 6 Thg01 @ 8:05pm 
Ah, I see. I guess I see it. I don't really see the problem with the Skaven... because it's the accurate portrayal of how the Skaven are in general. Their only frontline infantry that's all that well trained is the Stormvermin.
minecraft with gadget 6 Thg01 @ 1:13pm 
I was praising your mod I meant. I never liked that the base game balance for skaven was having terrible infantry and OP artillery, so any level of nerfs to their plagueclaws is good in my book.
Selonianth  [tác giả] 5 Thg01 @ 4:13pm 
I'm not sure why you'd say that here, if anything Plagueclaws got a net neutral out of this mod... and it doesn't touch infantry at all.
minecraft with gadget 4 Thg01 @ 9:22am 
I wish skaven infantry was better instead of skaven artillery being gamebreakingly OP.
Skiritai 23 Thg07, 2023 @ 8:35pm 
Great, thank you o/
Selonianth  [tác giả] 17 Thg05, 2023 @ 4:37pm 
Like it says in the description, nothing that's generally pretty pinpoint got touched. The MOST accurate thing I tweaked was the doomdivers.

The singleshot elven and the dwarven bolt throwers were both untouched, as well as most precision cannon.
Glass 17 Thg05, 2023 @ 6:33am 
Ah/ For the spread I can totally see it being a buff.
I was thinking the first was the dwarf bold thrower? did you adjust those, or just the elf BTs?
Selonianth  [tác giả] 16 Thg05, 2023 @ 9:42pm 
As a side note because that might seem confusing, the single-shot on the bolt throwers are untouched.
Selonianth  [tác giả] 16 Thg05, 2023 @ 1:15pm 
For the spread shot it's less a nerf and almost a buff honestly. The spread is only marginally increased, and may actually *increase* hit percentage on the spread shot.
Glass 16 Thg05, 2023 @ 11:26am 
Bolt throwers getting even more nerfed in your mod seems... strange. But otherwise, I really like what you're doing here!