Light Artillery

by kizrak

Early game Light Artillery

Content
16 days ago
0.17 - 2.0
26.8K
Combat

g Feedback and Idea for a new shell

4 years ago

I did enjoy the artillery on my map, though I have some concerns. For early green, the power is quite nice, but it falls off quickly. I could efficiently use it to lure biters away while I attacked the bases from another side.

Production costs of ammo compared to their power level seems fair, even though ~ 40 shots which are 400 iron per nest are quite expensive early game. I concider the balance good here.

The turn speed seems ok for me for such a lowest level weapon, range also seems fair, but the artillery quickly drops off in power. With blue tech MK1 power armor with lasers and shields I had no more use of it and it was still a far way off to normal artillery which costs yellow tech.

Have you concidered adding a blue tech ammo variant? it should be balanced with tanks and early power armor. Something what might balance well would be consuming the cost of 5-10 tank shells per shot requiring 3-5 shots to kill a nest without splash damage. In comparison, a normal artillery shell costs 10 tank shells with a bit of extra explosives for a single hit, so it would be in line wih classic balancing, giving the bonus of not having to engage the enemy in close combat.

4 years ago

Thanks for the ideas! This gives me several ideas for mid-tier shell.

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