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Radar Artillery Is Too Slow!!!

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  • Radar Artillery Is Too Slow!!!

    Hi all.....anyone thinks radar artillery is too slow? It only has a movement of 1 and is way laggin behind modern armour and mech infantry!

    Everytime I try to bring them out from my cities to bomb AI cities and join up with my other offensive units on the outskirts, they take forever to arrive and by that time I would have amassed enough Modern Armour etc to assault the city.....albeit with heavy casualties.

    I feel that Radar Artillery is sort of a tracked or towed arti piece as evidenced by its graphics. It also seems more like a MLRS (Multiple Rocket Launcher System) where rockets are fired instead of normal arti shells.

    It's speed should be bumped up as modern artillery has to move fast after firing to avoid being countered by anti-artillery radar and fire systems. IMHO, it should be have movement of at least 2-3, its weakness of being destroyed or captured is enuff of a disadvantage already.

    What do you all think?

  • #2
    Sure, the LAUNCHERS are tracked, but you're talking about an artillery-type unit. It's the AMMUNITION (rockets) and logistical tail that slow things down.

    If all you had to shoot was one load of rockets, ....

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    • #3
      Logistics are also very important for modern armour, all the tank shells and fuel trucks needed to sustain them.

      PTW assumes logistics as a "hidden" factor, thus resupplying artillery units and modern armour units should be handled the same as they are roughly equal in terms of supplies needed.

      In terms of speed, a movement rate of 1 is simply too slow to called it tracked or mobile.....hell, even the settler walks the same distance the radar artillery can move in one turn!

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      • #4
        I agree. I find that bumping up their movement rate to "2" makes them far more useful during the later stages of the game, and isn't particularly unbalancing. It's really kind of strange that it wasn't that way to begin with, logically speaking.
        I make movies. Come check 'em out.

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        • #5
          Actually, this is also what I did. My assumption was that cannon and artillery are both "Horse drawn units" and should get a movement of 1 and 2 respectively (artillery is slightly more mobile than cannon). I brought back the trusty howitzer, available with motorized transport, which is moved around by truck-thus a movement of 2 or 3 (can't remember which), then the radar artillery, which I assumed was self-propelled, and so gave it a four (to be fair, though, I've bumped up ALL the movement rates!)

          The_Aussie_Lurker.

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          • #6
            1 is way too slow. I give the MLRS (which is what it looks like) 2-3 movement.

            I would really like a long range arty or rocket unit - a Scud missle? I think someone did create a Scud unit but I'm not sure how it works...

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            • #7
              Great to see people agreeing with me on this one.....

              Hopefully Firaxis can do some updates to gameplay like tweaking some unit values to reflect some aspects they missed out, in addition to the bug fixes and MP issues.

              I still think 3 movement is the ideal one.....puts it on par with Modern Armour so that they can guard it as they go together on staqcked movement to the AI city outskirts and then........kabooooom! hahhaha.......

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              • #8
                If you give an artillery unit more than one movement point, and then give it the blitz ability, can it make multiple bombard attacks per turn?
                |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
                | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |

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                • #9
                  I preferenced my RA to movement of 3. It does not unbalance the game. But I still don't use them much except to disband in newly captured cities.

                  Why 3? 2 moves and 1 bombard so they can move with a Mech stack. Or if they have a long distance to go they can keep up with MA/tanks. But mainly it was to make unit management easier and have stacks of MI and RA.

                  I don't know if their bombard rate is good or should be increased. How does RA compare to tanks in the real world in bombard ability? I don't know, maybe someone on the forum does.


                  == PF

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                  • #10
                    Originally posted by Baggio
                    Hopefully Firaxis can do some updates to gameplay like tweaking some unit values to reflect some aspects they missed out, in addition to the bug fixes and MP issues.
                    I'm pretty sure Firaxis has the unit values right where they want them and wouldn't expect any changes in standard Civ 3 units (I suppose there could possibly be a tweak or two to PTW units as they weren't yet subject to the widespread balance-testing of a public release). Many game function decisions are based on gameplay and balance issues, not realism (as should be obvious).

                    But that's what the editor is for! You can easily change the movement rate of units via the editor (as many have done).

                    Catt

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                    • #12
                      Try the AU Mod.
                      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                      Duas uncias in puncta mortalis est.

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                      • #13
                        Sinapus,
                        Yes, 2MP + blitz would give it 2-bombardment potential. I've done it with modern naval units.

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                        • #14
                          How about an anti-aircraft unit to protect units out in the field then? This would give then some sort of air cover instead of being defenseless against air attackes when moving deep into enemy territory.

                          I find myself frequently depleted and attacking AI Cities with red or yellow units and my cities with fighters are so far away....

                          The AI does not seem to use aircraft as much as humans do but still it would be nice to have some sort of combined arms attack force....but that would make it more like an RTS game like C&C wouldnt it?

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                          • #15
                            Large rocket batteries, even mounted on large wheeled trucks, are not going to move as fast as tanks.

                            Movement of 2 seems ok though.

                            2c

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