Gunner24 wrote:
Moopere and the CB crew, I don't know if it's me (it may well be) but I'm not enjoying the current CB version as much as I did the older versions.
The heady days for CB were v3.2 I do believe. Lots of players (relatively), lots of games. I can't separate my enjoyment of CB today from my satisfaction with ETW. iow; I know what you're saying but I can't tell if I'm just enjoying ETW more or CB less....
Gunner24 wrote:
"My" problems are :
As I've said many times, there are not enough crew men to artillery batteries, they can be destroyed far to quickly.
The crew of most artillery units (probably all. .. I can't remember now) got yet another boost in CB321 and are now so high that they are well over my own personal comfort level. I agreed to increase them to this size for gameplay reasons and sometimes you do have to do this even though you stretch historicity to breaking point. Its assumed that the gunners are now representing not only the bombardiers but also the infantry company usually attached to artillery batteries.
In a previous version of CB I experimented with decreasing the accuracy of the cannon in order to reduce the effectiveness of counter battery fire as I agree that it seems as if counter battery work is far too effective given citations throughout most accounts of how -ineffective- this should have been. However, it was not a successful experiment and although counter battery fire looked a -lot- better shooting at other targets became so incredibly bad that folks stop buying cannon.
I can't say for certain, but my suspicion now is that something is 'wrong' with the ballistics model used in the game. Probably we don't get enough 'bounce' and penetration of roundshot once it first strikes the ground...or something similar.
The problem of losing the crew to your enemies artillery is one then that ultimately I don't think we can do much about. Even if I increase the numbers to 150+ per battery you opponent will similarly benefit and all that will happen is that the counter battery fire segment of most battles will elongate. "Toughing out" a counter battery exchange is probably not the way to go unless you are certain you have a large artillery superiority. I've been of this mind for a while, if you are sustaining a lot of casualties on your batteries, withdraw them for a bit, even if it means leaving the guns behind and moving your crew behind a hill or something.
Gunner24 wrote:
Howitzers are still no good.
In so far as outright kills go I agree. But they are not for this (in my humble opinion). In fact, its been my long standing opinion that artillery as a general rule is not about huge numbers of kills - its about the -potential- for huge numbers of kills. You enemy will almost without exception modify their tactics around your deployment of artillery and this is what its for.
My preference would be to remove the special howitzer battery altogether and add shell to the cannon batteries, but in RTW as opposed to ETW we're limited to a maximum of two ammunition types so we'd lose canister on the field.
I agree that Howitzers appear to still be lacking in accuracy...or something.... In watching the games of CB321 played so far I'm quite surprised to see the difference between howitzer shell and rockets for instance. Howitzers have far far better accuracy than rockets, yet he sheer volume of output from a rocket battery makes them useful in a way howitzers are not.
My inclination based upon the games I've watched would be to raise howitzers batteries to 5 guns (from 4) and decrease rocket batteries from 6 to 5. Having said that though, I can't help but feel that some of this is a visual thing. Did you notice how everyone perceived howitzers as being less useful now than in CB30, yet howitzers are actually much much more accurate now - I'm certain its to do with the removal of the 'fiery' explosion graphic. Rockets are perceived as being very useful, yet their accuracy is horrible, but they still have a big explosion effect which gives you the visual feedback we all love at long range.
Once thing I certainly don't want to disturb is a players want to take cannon. I don't ever want a player to ponder whether to take a cannon battery or a howitzer battery and decide in the end it makes no difference. There should be clear reasons for taking each and the choice should be in favour of the cannon in >70% of cases otherwise we easily go back to the bad old days of howitzers ruling the field.
Gunner24 wrote:
Rifles are no good.
I'll cop that on the chin, its a fair comment. The choice to reduce the truly effective range of the rifles was probably as experimental as the choice to change the position batteries to use shell instead of canister. Pretty radical stuff. I was quite interested however to see the Grogs do something similar with their C or D mod version.
The reason this happened is that I can't find a single reference to a rifle company or battalion, in formation, firing into the enemy in volley fashion at 200-300 yards. I don't know why this is, perhaps it was no more than military dogma, or perhaps there is a -good- reason, but there you go. Heaps of single instance citations of officers being killed or other similar stuff by apparent single shots from rifles at long long range, which I find a tad suspicious frankly, battles were noisy right? Bullets flying everywhere...who's to say these deaths were single shot? Anyway, if dedicated rifle companies really did shoot at longer ranges than their musket wielding brothers the difference appears to have been slight indeed. The other problem which tipped the balance in my mind was that in NTW2 the rifles reload way way way (way!) too fast. The only infantry to reload and shoot faster are musket armed guard troops. Completely wrong! Even the best rifle armed soldiers would be roughly 2-2.5 times slower to reload. 1-1.5 volleys a minute seems to be commonly accepted.
The right thing to do would be to change the animation to reduce speed and increase the effective maximum range by say 50 yards, unfortunately I lack the skills to do this, and I'm not sure how such a change would be received anyway. As it is, they are tweaked so be a type of super light. Which is to say that their truly effective range is not dissimilar to light muskets yet their maximum range is better, and much better than line muskets. The perfect weapon to counter your enemies light really but I've always been careful that in a firefight the line should win easily against either light muskets or rifles - this provides the right balance against light or rifle spammed armies in my view.
Gunner24 wrote:
If it were me I'd make the following changes to keep it interesting :
Add a load more artillery crew, more like the standard ntw2.
Its already too high. If we were to keep the ratios consistent with NTW2 they position batteries would have 180 men, almost double what they have now - it would be a bit ridiculous.
Gunner24 wrote:
Make Howitzers a bit better - half way between now and when they were to good.
This is a fair comment. My approach to this as described above would be to add a gun model to each howitzer battery. Not sure if its worth a new CB revision for this alone, but it might be.
Gunner24 wrote:
Make Rifles better, they are not worth buying at present.
Yeah, less certain about this. There should never be too many of these guys present. Remember that each CB unit is a regiment. How many regiments of rifle armed soldiers would you expect at each battle? And why would they be there? In my own mind (and I'm as wrong as next next guy and just as often) I'd like to think of rifles, as opposed to musket armed lights, a bit like rockets. Interesting and adding colour but rare and meant for a specific purpose.
Gunner24 wrote:
As it stands now I've lost interest in CB, which is a great pity as it was so good for a long time.
I've lost a lot of interest too, but I'm almost convinced its because ETW has such possibility. Mind that my heart doesn't race in ETW as it did in NTW2/CB though and I still don't know why....something is seriously missing for me in ETW, wish I knew what it was.
Thanks for the comments Gun. At the end of the day, once I'd put the final seal on CB321 I had definitely come to the conclusion that the further a faction moved from the centre line of performance the less competitive it was. Took me a long time to get there mentally but I'm pretty sure of it now. All the middle performing factions are pretty good in my opinion, but outliers like Britain an Russia are not, part of the reason for that is the 20 unit limit, part is also the coarseness of the resolution in the statistics. The difference in primary fire stat going from say 15 to 16 is really huge for instance....nothing to be done about it but to change all factions to have similar performing basic troops and add the variation/flavour of a faction via its support troops (guard, cavalry, artillery, etc)
Best regards,
Moopere