Snip's Light Artillery


Mid-game light artillery designed to fit into the vanilla style. Credit to Kizrak for the original mod, art by RaspberryPuppies.

Content
6 months ago
1.1
3.35K
Combat

i Balance/Setting Suggestions

1 year, 1 month ago
(updated 1 year, 1 month ago)

First of all, excellent mod! I do not have the skills to make an actual mod, so this is greatly appreciated.

I agree with your balancing approach of reducing the range of the light artillery and compensating the rate of fire. IMO the original ammo does far too little damage and this ammo does a tad too much. Would be awesome if you could add a mod setting to edit the ammo damage so I can experiment from 100 to 75.

Sure, the light artillery can fire regular shells, but with its reduced range, it makes no sense to load nuclear+ shells (that's what big bertha is for).

Edit: The muzzle flashes appear to be too far in and to the left of the artillery nozzle. Minor visual bug.

1 year, 1 month ago

First of all, excellent mod! I do not have the skills to make an actual mod, so this is greatly appreciated.

I agree with your balancing approach of reducing the range of the light artillery and compensating the rate of fire. IMO the original ammo does far too little damage and this ammo does a tad too much. Would be awesome if you could add a mod setting to edit the ammo damage so I can experiment from 100 to 75.

Sure, the light artillery can fire regular shells, but with its reduced range, it makes no sense to load nuclear+ shells (that's what big bertha is for).

Edit: The muzzle flashes appear to be too far in and to the left of the artillery nozzle. Minor visual bug.

Regarding the muzzle flash, that is sadly on the side of the RP Artillery dependency; they specifically stated they can't figure out how to position the muzzle flash correctly so it's kinda wonky. I'm kind of busy lately so I'll try and add an option so you can experiment with the damage a little.

1 year, 29 days ago

Quick update; I'll try to add in the setting over the weekend, I noticed you added this mod to your artillery modpack, so that was pretty cool :)

6 months ago

New 0.0.6 update features various settings as requested! Please give it a try and let me know if I missed anything. Sorry for the delay, hope it was worth it :p

6 months ago

The new settings are almost perfect for my planned progression:
1. Default settings LA for starter base
2. Upgrade starter base with vanilla artillery
3. Modify LA startup to reduce automatic range and firing delay
4. Build modified LA at short intervals inside walled "umbilical" track to megabase land
5. Use regular artillery for megabase outposts
6. Recycle starter base and umbilical into megabase
7. Research artillery range

Step 1 might be skipped to finish some achievements. Steps 3 + 4 + Advanced Artillery Remotes Continued approximate artillery with more efficient "rectangular aoe" long in the direction of attack and narrow to the sides (I'm told this is impossible). A setting that excludes LA from artillery range research could save outposts in step 5 (by moving step 7 to the start without causing the umbilical artillery to waste shots). I also considered the Howitzer Cannon mod since it's not an artillery entity, but it was more than I wanted. (Howitzers track moving enemies and have large aoe and high damage, so they can replace flamethrowers, U-238 gun turrets, and even walls, only needing a laser row to cleanup stragglers).

6 months ago

Sadly due to the way the (light) artillery turrets are coded I don't know if it's possible to exclude them from the range research; if you happen to know a way to make it happen I'm willing to see if I can make it a setting.

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