Artillery range reduction

Discussion about the game and its default mods.
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Are you happy with the change to artillery range?

Yes -- it's certainly an improvement
6
32%
It's ok -- I don't mind it
6
32%
No -- I don't like it and prefer the old style artillery
4
21%
I'm not sure about this one
3
16%
 
Total votes: 19

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Artillery range reduction

Post by zinc » Wed Feb 22, 2017 7:03 pm

Ok so now we have all had a chance to play multiple games under this rule change, what do people think?

I would say the game does seem to feel more balanced in a chokepoint situation. Soviets now at least have some sort of chance of being able to hold their own. Without the need for iron curtain, you can potentially take out artillery units using V2 or take down the enemy helis with flak trucks. You don't just have a massacre from the allies range advantage.

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JuiceBox
Posts: 168
Joined: Thu Jun 30, 2016 12:10 pm
Location: Liverpool

Post by JuiceBox » Thu Feb 23, 2017 7:59 pm

From games I have played V2's are far more superior to arty now. they can match range, hit more precise and out manoeuvre. Coupled with IC flacks a arty vrs V2 stand off heavily favours soviet imo.

Just to add*edit*

I probably think it's helped the casual player base who couldn't handle artillery more than anything. The better players know the counters and in most of my experiences arty spam = alot of dead arty regardless of range
"I love the smell of JuiceBoxes in the morning"
LT. COL. Bill Kilgore
Apocalypse Now

eskimo
Posts: 325
Joined: Tue Jan 17, 2017 9:59 pm

Post by eskimo » Fri Feb 24, 2017 10:06 am

Not voted.

Was the arty changed in a previous release?
I had thought the V2 range was shorter than the arty?

And where are release notes to be found?
Seems openra info is scattered over so many places

(Edit)

Found it. October 2016

https://github.com/OpenRA/OpenRA/wiki/Changelog

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