Comments (8)
Artillery are meant to be this way (and have been for quite a long time) :) recommended not to bunch them together, there is some skill in managing them. Keep them spaced apart like such and you'll be fine:
X = Artillery, O = other
OXO
XOX
OXO
It also is simple to keep artillery in the spots you move them to -- press "Z" on a unit to cycle stances -- the Defend stance will ensure your units don't chase, but attack/hold their position.
from openra.
Artillery are not meant to be chain reaction destroyed... I can understand clusters, and maybe small groups, but not an entire line, artillery where never meant to be like this...
-----Original Message-----
From: Curtis S [mailto:[email protected]]
Sent: Wednesday, April 04, 2012 11:16 PM
To: EMP-FireStorm
Subject: Re: [OpenRA] 3-15-2012: Allied Artillery EXPLOSION bug... (#2010)
Artillery are meant to be this way :) recommended not to bunch them together, there is some skill in managing your artillery. Keep them spaced apart like such and you'll be fine:
X = Artillery, O = other
OXO
XOX
OXO
It also is simple to keep artillery in the spots you move them to -- press "Z" on a unit to cycle stances -- the Defend stance will ensure your units don't chase, but attack/hold their position.
Reply to this email directly or view it on GitHub:
#2010 (comment)
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Didn't mean to close this, sorry. A whole line of artillery exploding may look silly, and is a bit infuriating. An explosion will affect all other cells nearby and cause a chain reaction (much like barrels exploding).
We could slightly lower the splash damage of artillery to prevent this? @chrisf ? I don't have much an issue either way - players tend to space out their artillery. If splash damage is lowered, adjacent artillery will either be dead or close to dead.
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Well I can understand the surrounding units being destroyed from the combined fire, but when you are 20~ units away and everything goes up like a roman candle... its CRAZY to watch!
Also, I know they are supposed to be weak as artillery, but I have never seen anything so flimsy! I mean Tanya is known for one shooting infantry units, but she has NOTHING on anything that fires on artillery!
You literally have to be ingame and watch it occur to realize how insane it is, I can understand 2-3 hits (close to original RA), but I swear you sneeze on these things with any armored unit and not only do they commit suicide, but they somehow convince every artillery in sight to do the same...
I could line them up across the map and FF one unit and watch them all go up, and the fault here to make it worse then paper armor, is that they all instantly go boom, its not actually a chain reaction, its INSTA GIB... er sorry, wrong game..
So even if I wanted, I couldn't move the tanks at the end of the line away from the KABOOM
*incoherent ramblings... bloodshot eyes... GN
from openra.
My 0.02$ ... even if artillery will be adjusted the V2 rocket should have a similar behaviour here ('chain reaction'). Both vehicles differ see SCUD (range: 10, damage 600), 155mm (range: 14, damage 220) but they are opposite team weapons.
I do suggest to damage surrounding V2 units a bit more if a single V2 is hit. To make it clear: have 20 V2 vs./next to 20 artillery units and you'll notice a very unfair result.
from openra.
V2 is different in that it only explodes if it has a rocket ready.
from openra.
How's this?
http://dl.dropbox.com/u/1832211/artyFix.png
Top image: a line of nine artillery, the dude on the far left is about to force-attack and kill the dude on far right.
Bottom image: only kills 3 of them... this time. Each arty has a 75% chance of perpetuating the chain reaction.
Code: earthpig@ddc7173
from openra.
Fixed
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