Artillery suppressing Unit fire

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Rommel
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Artillery suppressing Unit fire

Post by Rommel »

Not sure if this has already been addressed in the new version, but It is very irritating to have units running around an army that will not fire at them because artillery "might" destroy the target. All this time friendly fire is decimating my troops and the enemy is having free reign.

Here is my suggestion, whatever system is in place that stops UNITS firing because there is a "prediction" that artillery will kill the target be taken away. I understand that this needs to be in place to stop all arty over killing an enemy, but could this be separated out to apply only to ranged units and arty? So if for example an enemy unit is basically touching a group of 50 mg tanks the tanks are not gonna sit around for the second or so that it takes the arty round to hit.

I would also like to see friendly fire addressed as well, maybe something in place that will stop arty firing at something which will endanger friendly units or defenses - really sucks when an enemy runs up to you your defenses and has your own mortar and such destroy them...
Last edited by Rommel on 02 Apr 2013, 18:53, edited 1 time in total.
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aubergine
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Re: Artillery suppressing Unit fire

Post by aubergine »

+1

This has been bugging me too. I think there are a few patches submitted to address this already, but I don't think anyone has thus far suggested actually splitting ranged vs. local weapons in the way you mention above.
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Rommel
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Re: Artillery suppressing Unit fire

Post by Rommel »

I wonder if the priority could be reversed, it seems more logical to have the system give close units priority to make the kill instead of first priority given to arty (which seems to be the case now). This could help with the friendly fire issue as well.
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Re: Artillery suppressing Unit fire

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IMHO most expensive weapons should fire first, or more precisely: those with longest reload time (slowest ROF). The sooner they fire, the sooner they start reloading and that increases the chances that they'll fire again. The net effect is that the slow ROF weapons would become more useful as they'd be firing more often, rather than waiting for fast ROF weapons to fail. Currently I have things like missile fortress looking more like a CCTV camera just following the enemy as they run around it because it won't fire at them.
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Rommel
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Re: Artillery suppressing Unit fire

Post by Rommel »

Apologies, this issue is already being tracked:

http://developer.wz2100.net/ticket/3748
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Re: Artillery suppressing Unit fire

Post by Per »

aubergine wrote:IMHO most expensive weapons should fire first, or more precisely: those with longest reload time (slowest ROF). The sooner they fire, the sooner they start reloading and that increases the chances that they'll fire again. The net effect is that the slow ROF weapons would become more useful as they'd be firing more often, rather than waiting for fast ROF weapons to fail. Currently I have things like missile fortress looking more like a CCTV camera just following the enemy as they run around it because it won't fire at them.
That's funny, because I'm thinking exactly opposite: The highest RoF weapons should fire first so that the slower RoF weapons can be held in reserve in case they are needed. Since firing a weapon can cause it to be seen and counter-artillery'ed, firing the most expensive weapons first seems backwards to me.
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Re: Artillery suppressing Unit fire

Post by aubergine »

In the case of indirect fire weapons, yes I agree.

But in the case of things like heavy rocket bastions and missile fortress, they should be firing as soon as they get chance to increase the number of times they fire throughout the game. It's regularly annoying to see Missile Fortress just sitting there doing nothing when it could be blasting away at the enemy.
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