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sub artillery categories

Posted: Thu Aug 06, 2020 1:48 am
by L4cus
The same as sub cavalry categories...
1 cannons (culverin, falconet, bombard,...)
2 howitzer (and variants)
3 mortar (and variants)
4 others (rockets, ribault,...)

The rest is copied from mortar topic

this is just an idea of how artillery is going to work this game
-cannon: regular artillery, better against infantry than others
-howitzer: average/standard bonuses, area damage
-mortars: better against buildings

for the very beggining, cannons are not gonna have any bonus vs infantry (1400s artillery was not accuarate)
as long as the game advances, cannons are gonna become effective against infantry, also at late game they obtain "grape shot" ability to massive kill infantry
howitzers will be a midgame artillery
mortars are gonna be aviable after the first era development

+plus+
handcannoneers: are cheaper and have melee atack in adition to shot ability and has better movility, the very early game unit. dissadvantages: receives great damage from anti-infantry units.
ribault: anti infantry artillery for some factions, really deadly against infantry. dissadvatanges: lower health and low movility.
ship artillery will work similar, but its own special abilities and units and those stuffs.
rocket artillery: anti infantry with secondary effects + area damage, nice mobility

About range:
cannons: 4-7
howitzers: 4-6
mortars: 4-9
+plus+
handcannoneers: 2-4
ribault: 2-3
rockets: 5-7

note: n-N doesnt mean "n" minium range. it means how the ranges cold change deppending on the artillery piece

Re: sub artillery categories

Posted: Thu Aug 06, 2020 2:33 am
by Badnorth
Good idea

Re: sub artillery categories

Posted: Thu Aug 06, 2020 2:57 am
by L4cus
First topic edited