Hearts of Iron IV

Hearts of Iron IV

Infantry Equipment Designer
Metr Guild Solit  [developer] Mar 27, 2023 @ 3:09am
Artillery Designer
Here you can discuss problems and suggestions for a new update that adds an artillery designer
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Showing 1-15 of 16 comments
G I|I Broman Mar 28, 2023 @ 2:40am 
Shell types:
- 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.
Metr Guild Solit  [developer] Mar 28, 2023 @ 5:07am 
I will take note of good suggestions for the future.

Shell Types will need to be tried to implement.
Originally posted by 82AD Broman:
Shell types:
- 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

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.
Originally posted by 82AD Broman:
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

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.
Originally posted by 82AD Broman:
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?

I don't want to touch the doctrines as it may conflict with some mods. Maybe someone will make a sub mod.
Originally posted by 82AD Broman:
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.
Last edited by Metr Guild Solit; Mar 28, 2023 @ 5:09am
"... rocket artillery performs the same function as conventional artillery, so rocket artillery has become a separate module for artillery and rocket artillery has been removed from the division editor"
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
Metr Guild Solit  [developer] Mar 28, 2023 @ 8:11am 
Originally posted by sex instructor:
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.
FENTANYLOVERDOSE Mar 28, 2023 @ 10:53am 
my only gripe is dat countries dont start out with an artillery design (at least the ones I tried)
How does one actually use the artillery designer? I can not seem to use it at all, which leaves me with the lack of ability to produce any divisions
HECU Engineer Mar 29, 2023 @ 11:15am 
Every time i try make artillery it keeps saying am lacking Main armament so that means i don't have artillery to destroy army's Can anyone help me on this
MM Mar 29, 2023 @ 9:58pm 
shot shells, HE-VT for AA for later war possibly and last suggestion to add rocket arty
Metr Guild Solit  [developer] Mar 29, 2023 @ 10:15pm 
Originally posted by Mike:
shot shells, HE-VT for AA for later war possibly and last suggestion to add rocket arty
For RT 56 added
dsljanda May 18, 2023 @ 6:18pm 
Originally posted by Nikminer:
I will take note of good suggestions for the future.


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.
Originally posted by 82AD Broman:
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

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.
You could make it so different sizes have different terrain modifiers, such as:
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.
Torres May 30, 2023 @ 3:45am 
Originally posted by Nikminer:
Originally posted by sex instructor:
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.

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.
Polpro Aug 15, 2023 @ 2:12am 
Can't design basic artillery because game says cant make Carriage - can't give other role that Carriage. Could you consider just making Infantry designer without Artlillery part?
Kaiser Protonn I. Jan 26, 2024 @ 5:43am 
You can't change the carriage type to Artillery, nor AA, nor AT in the designer after putting the main armement into the design, please fix!
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.
Last edited by Kaiser Protonn I.; Jan 26, 2024 @ 5:44am
elaxitity Jun 17, 2024 @ 9:05am 
When you set the equipment type as artillery, the game doesn't recognize it as "artillery," although it works for support company, yet not actual battalions. AA and AT work fine for me though.
Dankuser Dec 19, 2024 @ 12:26pm 
why did the artillery designer get removed?
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