– Artillery, anti-air, and anti-tank battalions each cost 0.5 combat width. The de-emphasization of artillery doesn’t just offend the sensibilities of perfectionist history nerds such as myself – it negatively affects the game’s balance by devaluing advantages in industry and leaving the AI too vulnerable to things like tanks and paratroopers. It also seems that Paradox made a deliberate decision to abstract line artillery into infantry battalions, which explains why no countries start with any line artillery in their divisions. On the other hand, the weird combat widths of artillery, anti-tank, and anti-air battalions seem designed to make them as unoptimal as possible, and make it impossible to create an even vaguely historical-looking division without it being laughably bad. On one hand, players and the AI are encouraged to build divisions with a width of 20. I’ve always been bothered by the way the division designer in HOI4 works. If you think the current balance of artillery in Hearts of Iron 4 is flawed and ahistorical, this is the mod for you! Historical Artillery rescues artillery from the dustbin of Paradox’s questionable design choices and restores it to its historical importance, all with a keen focus on game balance and playability. The problem is, most of the playerbase, and I assume around 90% does not blame themselves when being shot by arty… Complaining is always the easy part.Last revision: 9 Jun, 2019 at 09:20 UTC (3) It sucks being on the receiving end, but it is necessary. There you can soften a big heavy group with a few shells, or take out dangerous targets like the big TD’s, counter arty, you name it. With the normal view, it is easier to notice a little red dot moving towards you…īasically I consider arty a necessary evil, with the most use for CW/hightier skirmish battles. It happened a few times, that I was so focused on 1 tank, that I did not notice the light sneaking up behind me. I use the BA mod because it is fun and gives a different perspective when you have to shoot at something behind rocks, houses, etc… but also it can enhance tunnel vision. In rest it is my/your own fault if you get hit by arty. That 1% I leave it to heavy RNG, going fullspeed with an ELC and getting oneshotted in the first 30-35 seconds without being spotted by a random cliker, maybe accidental click on touchpad. When I am on the receiving end of an arty shell I hate them, but I do not blame them that I got shot, 99% is my bad positioning. They are in game to be played, with most of them having specific roles. Myself, I am a player who plays every type of vehicle in game. And if he nails you on the move, between cover, while dodging, and trying to make it hard for him, like a good player, then its because he is a good shot. and it really takes skill to land a shot when your target is playing SAMRT, but tomatoes or orranges like you make his life easy, all he needs is the rng to work, and your getting hit. When i grt hit by arty, its either because i was making the mistskes, and giving him shots, or he outplayed me, and got a hit in. So when rng smiles apon them, they are the players wih the lazer like accuracey. Its soooooo rng for arty, its only players who can aim very well that can hit, because they understand how the machanics work. And thats who we run into, and get hit by, well, when the arty driver is lucky at least. the reason why we get hit by arty first time as oftern as we do, is because most of the people who have bad aim in arty dont play it, because they get pissed off at rng, only the good players play it in high quantitys. you have to know how to aim, and even if your aim, determined by your skill, is perfect, rng splats your shot 10m away. You cant hit more than 1/10 in arty without skill. It’s not for me to decide if it’s a cheat or not, but it certainly DOES provide an advantage over players who do not use it, maybe apart from super unicums who can aim their arties across the map while in arcade view lol. And it can still offer a significant assistance even to seasoned players. No, it will not make shells more accurate, but it makes sure anyone can get the best aim possible. Battle assistant removes the aim error entirely, so long as you aim at stationary target and there’s no need to lead the enemy. An average player is few skill levels lower than me and I can imagine his aim would be even more off the mark. I consider myself a competent player and experienced arty player, and yet, while testing battle assistant I have noticed how off target (either aiming too far or too near) my aim was at some cases, when first aiming from top down view and then fine tuning it with battle assistant. Even more so with low trajectory arties, and even more so than that when aiming at targets on a down-slope. Yes, it does help you to determine your aim in a matter of seconds.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |