Company of Heroes: Eastern Front

Author Topic: artillary firebase needed?!  (Read 9662 times)

Offline KILLTEK

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artillary firebase needed?!
« on: December 26, 2010, 11:46:47 PM »
After you make like one artillary firebase it wont let me make more and i cant really hit anything could you fix that for it to be effective you need to build like five...So the one wont cut it with its poor accuracy
« Last Edit: December 27, 2010, 12:05:15 AM by KILLTEK »

Offline Desert_Fox

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Re: artillary firebase needed?!
« Reply #1 on: December 27, 2010, 12:18:04 PM »
I wanna take this thread like a joke.

Soviets has enought artillery abilities (GoV, Katyushas, Officer's Artillery etc...).
They don't need another howitzer.

Do you wanna change Russians in another Camper faction?

PS Wrong section, this isn't a bug, it's a suggestion.
« Last Edit: December 27, 2010, 01:31:10 PM by Moonwalker »

Offline Walentin 'Walki' L.

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Re: artillary firebase needed?!
« Reply #2 on: December 27, 2010, 03:13:26 PM »
Here's a bug you can use:

Start building a firebase. Stop it but don't destroy it. Start building another one and so on...

After you have enough of them finish every firebase and then you got a lot of them.
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Offline Blackbishop

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Re: artillary firebase needed?!
« Reply #3 on: December 27, 2010, 05:19:07 PM »
Moved to Soviet suggestions, it fits more as a suggestion(allowing to build more than one firebase) because it's not a bug.
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Offline cephalos

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Re: artillary firebase needed?!
« Reply #4 on: December 27, 2010, 05:33:50 PM »
well, looks like SU firebase is quite difficult problem to solve.
It's innacurate, and hardcapped to 1. It also takes 13 (?) popcap.
So there are two options I see:
1. Remove the firebase from SU - there is no point in having something which takes 13 popcap and has lucky 1/100 chance to hit the target. It's rather more useful to make some chaos, blow some holes in ground and that's all. I find GoW far more useful than that.
2. Increase the number of firebases ( maybe up to 3). They are innacurate, so they need to increase the chance of hitting the enemy.

Offline Raider217

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Re: artillary firebase needed?!
« Reply #5 on: December 27, 2010, 06:46:36 PM »
The original plan I thought was for it to be like 8 pop cap as said in previous changelogs.



Offline Blackbishop

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Re: artillary firebase needed?!
« Reply #6 on: December 27, 2010, 06:59:13 PM »
@cephalos
Afaik there's no changes for Firebase in 1.30. If you find GoW better than Firebase in 1.232, the former is way better in 1.30.
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Offline Panzer4life

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Re: artillary firebase needed?!
« Reply #7 on: December 28, 2010, 03:47:06 PM »
I try to use the firebase, but if you can't hit what you are aiming at, it doesn't do that much good. So please, at least try to make the piece more accurate.
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Offline Paciat

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Re: artillary firebase needed?!
« Reply #8 on: December 28, 2010, 04:34:07 PM »
So please, at least try to make the piece more accurate.
What do you mean "at least"?
Its better in every way than the 105 or 25lbs, exept accuracy.

Offline GodlikeDennis

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Re: artillary firebase needed?!
« Reply #9 on: December 28, 2010, 05:07:09 PM »
Not exactly, it's pretty damn weak (survivability-wise). But yeah, there's nothing wrong with it. It's very powerful when it hits and 8 shells is a lot. I find the only problem is the requirements since it's usually required only when you go a heavy support barracks strat and don't use tanks anyway.
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Offline Mr. Someguy

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Re: artillary firebase needed?!
« Reply #10 on: January 28, 2011, 01:44:57 PM »
I've noticed that the Artillery always overshoots it's target, with each shot landing outside the circle ahead of where you targeted.

I remember the British Artillery Emplacement having the exact same issue awhile back. Since the Soviet Artillery Emplacement is basically just a modified Brit Arty Emplacement, maybe it's related?

Offline SublimeSnugz

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Re: artillary firebase needed?!
« Reply #11 on: January 28, 2011, 06:58:56 PM »
I've noticed that the Artillery always overshoots it's target, with each shot landing outside the circle ahead of where you targeted.

Its russian what did you expect? ;D

But anyway i don't see anything wrong with slightly increasing the limit of the buildable Soviet Artillery firebase's. If thats what the the ppl wants? Then give them a pair of extra cannons to fool around with on scheldt ::)

Offline GodlikeDennis

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Re: artillary firebase needed?!
« Reply #12 on: January 29, 2011, 02:54:25 AM »
I've noticed that the Artillery always overshoots it's target, with each shot landing outside the circle ahead of where you targeted.

I remember the British Artillery Emplacement having the exact same issue awhile back. Since the Soviet Artillery Emplacement is basically just a modified Brit Arty Emplacement, maybe it's related?

Yeah this is true, which I guess is why I have no problem with the firebase because I've known this and aimed appropriately. Aim the circle ages ahead of their stuff and it's not that inaccurate.
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Offline TacticalNuke

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Re: artillary firebase needed?!
« Reply #13 on: January 29, 2011, 03:07:14 AM »
Whats the difference between that and making it more accurate? IMHO it would be nice to increase accuracy, so it hits in the general area, but increase spread slightly, making it more survivable. As it is, its impossible to hit anything moving anyway.
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Offline Zerstörer

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Re: artillary firebase needed?!
« Reply #14 on: January 29, 2011, 01:39:21 PM »
we've purpusefully kept it inacurate like mst soviet unit to balance the power of the 8 shells. Wide spread is actually an advantage because of the 8 shells cause you cant just move slightly and dodge them. It is likely to cause full retreat from a wider area but less damage yes. Keep in mind what denis said about overshooting and use it where the opponent concentrates units, force a retreat and push in
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