[BUG] Allied Artillery

Friendly fire, bug, allied artillery, enemy fire

Discussion about the game and its default mods.
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Hammerfest
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Joined: Thu Apr 05, 2012 3:19 am

[BUG] Allied Artillery

Post by Hammerfest »

Right, so I have confirmed it through several games since 3-15 release (and no i hadn't tested earlier versions for a while so I cant say when it came into existence) BUTTT...

If I line up allied artillery, in a long single line even, and either have an enemy or friendly fire on any of the allied artillery, and they all explode... full health, no matter the rank, no matter the distance of the line...

Several games now I have had artillery lining the walls of a choke point valley, and I first noticed this when I had about 10 of them grouped and an enemy got close enough to exchange fire (i say friendly fire was involved as well due to splash damage even though it was 2 cells away from my artillery unit), and after the single shot on both sides, boom... my entire Artillery group was wiped out...


If you cant seem to replicate this for yourself, let me know, I will join a game, we will ally, and you can watch it happen for yourself...

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Not a bug.

Artillery units are 'volatile' and explode violently when destroyed, damaging all units/structures in the immediate area.

This is to prevent Artillery spam as best as we possibly can, given their tremendous range and power.

MaxD
Posts: 13
Joined: Wed Apr 18, 2012 12:26 pm

Post by MaxD »

What is the radius of this artillery explosion?

In my experience, the adjacent cells right next to it take full damage, while one cell further, damage is already halved. Even one more cell further out, there is no damage.

Is that right?

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Probably close to something like that. IIRC, V2 Launchers are also volatile when loaded, although this isn't as noticeable.

MaxD
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Joined: Wed Apr 18, 2012 12:26 pm

Post by MaxD »

I see.

It also seems arty has one or two cells more range than V2, doesn't it?

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hamb
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Joined: Mon Oct 18, 2010 4:57 pm

Post by hamb »

a dev changed how artillery explosions will function in the future. 75% chance of causing a chain reaction now

https://github.com/chrisforbes/OpenRA/c ... eed23f6db0

earthpig
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Joined: Sat Apr 21, 2012 1:10 am

Post by earthpig »

hamb wrote: a dev changed how artillery explosions will function in the future. 75% chance of causing a chain reaction now
To clarify:

Each one, when destroyed, as a 75% of perpetuating the chain reaction. So sometimes, you will still lose your whole line. Other times, you may get lucky and only lose that one that was destroyed. Other times, maybe half of your line will be lost.

Kanar
Posts: 54
Joined: Mon Apr 30, 2012 1:39 pm

Post by Kanar »

I don't think including a random chance in this case is a good idea.

That way, your strategy will depend on luck when you try to destroy enemy artys.

Plus, Artys already are so powerful, and this makes it even harder to counter attack them.

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