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    Make T2 Arty Use High Firing Arcs

    Scheduled Pinned Locked Moved Balance Discussion
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    • Sylph_S Offline
      Sylph_
      last edited by Sylph_

      It sounds as though this might make them less prone to clever terrain strategy...
      (ie this discussion: https://forum.faforever.com/topic/6556/t2-arty-s-are-a-bit-broken?_=1697624940164 )

      R 1 Reply Last reply Reply Quote 0
      • ? Offline
        A Former User
        last edited by

        T3 mobile art is already not very useful, now T2 is taking their jobs!

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        • veteranasheV Offline
          veteranashe
          last edited by

          Might help a bit v fatboy

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          • C Offline
            CocaineDiesel
            last edited by

            Strong in favor. Some thoughts:

            1. High/low arc is an option for some units in Spring RTS and it worked well.
            2. I'd assume high arc also reduces accuracy*.
            3. Conversely, adding low arc to other artillery pieces is a big buff and probably shouldn't be done.
            4. Option could be added to an existing order button (as a right click, like snipe mode), added under the fire state toggle menu, or added as a new order button entirely.

            *Need to test this to establish that firing randomness is angular, not positional.

            Technical considerations:

            • I'd assume the toggle could be accomplished with a buff blueprint (I say assume because I've looked at buff blueprints for accomplishing about a hundred different things but haven't executed on any of them).
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            • R Offline
              RedX @Sylph_
              last edited by

              @sylph_ said in Make T2 Arty Use High Firing Arcs:

              It sounds as though this might make them less prone to clever terrain strategy...
              (ie this discussion: https://forum.faforever.com/topic/6556/t2-arty-s-are-a-bit-broken?_=1697624940164 )

              Just having memorized which terrain areas are too high to shoot up onto is less "clever" and more bad game mechanics imo. If there was some way to know by looking at it, that would be a different story.

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              • FtXCommandoF Offline
                FtXCommando
                last edited by

                Anything nerfing t2 arty is bad so long as snipers exist in their current form.

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                • F Offline
                  FunkOff
                  last edited by

                  I would agree with high arc T2 artillery. It might require a buff to projectile velocity, however. Generally, it would be a small buff, but most of all it would make the behavior more consistent.

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                  • BlackYpsB Offline
                    BlackYps @Deribus
                    last edited by

                    @deribus said in Make T2 Arty Use High Firing Arcs:

                    Fixes inability to fire at certain elevations

                    Are you sure that is the case? If the arty was firing at close to 45 degrees then changing the firing arc does nothing to increase where it can reach. Only increasing the projectile speed would help

                    DeribusD 1 Reply Last reply Reply Quote 0
                    • DeribusD Offline
                      Deribus Global Moderator @BlackYps
                      last edited by Deribus

                      @blackyps it depends why. If it doesn't have the projectile speed yes it wouldn't reach either way. It will help in other scenarios though.

                      Screenshot_20231022-204116_Samsung Notes.jpg (R8 my art skills)

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                      • veteranasheV Offline
                        veteranashe
                        last edited by

                        There was literally a thread about T2 arty not firing because it was targeting high ground and could not hit it.

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                        • BlackYpsB Offline
                          BlackYps
                          last edited by

                          Yes, so the reason was too low projectile speed and not hitting the cliff. So changing the firing arc wouldn't have helped in that case

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                          • C Offline
                            CocaineDiesel
                            last edited by

                            The specific example Deribus pointed to in that thread is not relevant, but the overall point he's making is correct. Let's all try to go with god here.

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                            • N Offline
                              Nex
                              last edited by

                              you can also then increase the projectile speed without having an overall lower flight time due to the higher trajectory.

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                              • S Offline
                                StormLantern Team Lead
                                last edited by StormLantern

                                Also something to consider, is the fact that t2 arty is now an option to hold off a naval attack on your base. When the arc is higher and the shells have more difficulty in hitting the mobile ships, the arties get less utility in this scenario..
                                Especially for a faction like Cybran, who doesnt have hover, that can be especially bad.

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                                • C Offline
                                  CocaineDiesel
                                  last edited by

                                  Allowing the arc to be adjusted with a toggle would allow t2 arty behind hills to shoot at ships while being protected from them.

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