Changing rifle and cannister ranges

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
X Navy Seal
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Posts: 114
Joined: Mon Jun 07, 2010 7:41 pm

Re: Changing rifle and cannister ranges

Post by X Navy Seal »

Going back to a stock rifle range of 160 yds with canister at 200 yds would probably be very effective in discouraging the column charge.
NY Cavalry
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Joined: Tue Feb 03, 2009 7:49 am

Re: Changing rifle and cannister ranges

Post by NY Cavalry »

The two changes that I would like to see 1) more damage to troops in column formation and 2) effective counter-battery fire are not able to be done.

The way we have things now are for the best. Many changes have been made to get to this point and it is playable. Column is a bit of a pain to deal with, but their are tactics to deal with it.
KG_Soldier
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Joined: Thu Apr 15, 2010 6:43 am

Re: Changing rifle and cannister ranges

Post by KG_Soldier »

Honestly, if the pathing weren't so difficult to manage, players wouldn't use column so much.
Olszowy
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Joined: Sat May 07, 2011 12:54 am

Re: Changing rifle and cannister ranges

Post by Olszowy »

AMEN to that! I understand why the unit zocs were put in, but it has causes hugely unrealistic actions to occur. When I tell a unit to move forward to relieve a tired unit to its front why does it walk around the entire formation and walk up the front of the formation to get there. You cannot let a unit go unTC'd or it will go crazy. Have to micro manage every movement while in battle line. Units spinning in circles taking 3 miles hikes, etc.
I have always agreed that column is a legitimate attack, however, there are some slick to sick players who use it exclusively. There is the issue.
Olszowy
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Posts: 62
Joined: Sat May 07, 2011 12:54 am

Re: Changing rifle and cannister ranges

Post by Olszowy »

Question for the devs. I looked over the various cvs files and see Union guns get a very slight advantage in some areas while rebs get some in others. Is there a bonus to damage for putting a battery in enfilade fire? Why is there no bonus for rifled guns versus limbered/unlimbered batteries ro is there? I also see that unit experience has a pretty good sized impact on the artytable csv. So, that being said why are Union battery qualities so low in the shipped OOB? There are literally a handful of Union batteries with experience 6 the large majority is 4 and 5 with a few amazing 1 gomer pyle types. I counted over 15 rebel batteries with experience level 6,7, and 8. I realize battlefield experience is different from technical proficiency, but really? These are the same rebel guns that were unable with numerical superiority at Gburg to dent Union artillery on 3 July and got hammered on 2 July by Union guns. The same XI Corps guns you rate as 4s kicked the #@%$ out of Latimer's Battalion on 2 July in which you have 6s. I am curious. How did you arrive at these numbers and how are you taking into account the clear and documented superiority of Union ammunition, equipment maint, and crew technical skill especially in terms of counterbattery in which the Union excelled.
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