Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- smoke:breakthrough, hard to shoot at what you can't see! Smoke those at guns and pillboxes.
- Airburst: 0 piercing, 0 hard attack, increased soft attack
- HE: standard
- HEAP: increased piercing and hard attack, reduce soft
Gun size:
-large guns: harder to move, take more damage from CAS, increased attrition, increased cost, increased all combat stats, bonus vs forts, movement penalty, (can this perhaps require trucks to tow the arty around?) AND more DAKKA, increase all stats
-Small guns: easy to move so inverse of above + is more likely to be used for "direct fire roles" so maby increase piercing or hard attack.
-Distributed, squad based(mortars or very light arty), increase breakthrough, very cheap, as essentially each section would have its own arty gun maby a coordination bonus, easier for the infantry to spot targets for their own guns, maby increase CAS damage to enemy as these guns could mark(smoke) hostile strongpoints, reduced stats otherwise
Modifications:
- gun shield: add armor
- Auto loader: soft attack, reduce reliability
- Increased shell count per gun: more cost and damage, if possible allow one more type of shell to be chosen?
Doctrine (how we use the guns):
- Far back: reduce chances of getting in combat, so reduce damage taken, can't attack their back line so reduce soft attack, increase defence?
- Frontline: increase damage taken and recived, increase piercing and hard attack as we can expect to be used in direct fire.
- Shot and scoot: reduce damage delivered, reduce damage taken, especially vs CAS, and counter arty.
These are all just initial thoughts from the top of my head, No regard to balance or historical precedence.
Shell Types will need to be tried to implement.
Perhaps I will take Gun Size, all except the last one, since it is in infantry equipment and can rather be converted into infantry equipment as a special module.
I just won't take Modifications for sure, because I think numerical modifications are inappropriate, so I'll try to implement shell count. But I'll take it as a counterweight for the Auto loader module.
I don't want to touch the doctrines as it may conflict with some mods. Maybe someone will make a sub mod.
Why you did this? As for me, these are different types of weapons. Rocket artillery fit those templates that artillery didn't fit. In some templates, they complemented each other perfectly. It's so sad for me that rocket artillery has been removed.
And also after update, for some reasons, I can't produce motorized equipment
It seems to me that the rocket artillery did not complement, but rather was more powerful than the usual one, since the rocket inflicted a greater soft attack and a greater breakthrough than the artillery, so I decided to make the rocket a separate module where the missiles inflict the same soft and hard attack, but less than the artillery
Strangely, I didn't touch the motorized artillery.
Large guns have slower movement in jungle and mountains and less soft attack; small guns have higher speed and more attack.
I would also recommend the addition of medium calliber guns, since there were artillery of varied callibers, which could be the middle ground between big and small guns.
It would also be cool to choose either direct fire or indirect fire, with direct fire having more piercing and hard attack and indirect fire having more soft attack and defense.
Yeah I came here looking as to why was rocket art removed, rockets are a completely different beast in war hence why the developers clearly marked it as such and why the powers at war at that time did so, you made a mistake there sorry please reimplement rocket artillery as it should be.
Otherwise we can't build any kind of AT, AA or Arty, as it stays as a carriage.
I am posting this here as the Comments seem to be ignored.