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Showing results for tags 'range'.
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How is the attack range of a unit calculated? Because I armed one of my infantry brigades with Fayetteville rifles (very expensive), which have an 'effective range' of 400 fires just as far as a unit armed with M1842 muskets (250 range), yet a skirmisher unit armed with Whitworth (TS) rifles (600 effective range) has over triple the range. Just look at the screenshot; the fayetteville should be able to shoot a lot further away, yet it's range indicator only covers the bridge. The Whitworth sharpshooters cover more than twice that distance, reaching over halfway down the fence. What is going on here? Is the range of infantry brigades hardcoded? Or is the range indicator line just wrong? Or am I just being an idiot who can't accurately judge the distance between two lines (though they really don't fire further than other infantry brigades)? BTW: I lost the entire unit of fayetteville armed infantry in the battle wherein I noticed this (really painfull loss, that), so I couldn't get a screenshot. So I started a new game and cheated a little to get enough of them in an early game battle (1st Bull Run) so I could make the screenshots. EDIT: I added a third picture (I forgot one) that shows the range of an infantry unit armed with Mississippi rifles. You can see that the rang indicator is the same as the one on the Fayetteville rifle infantr, even though the Mississippi has a shorter range (about 100 less I think).
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Hello Devs, We all know why broadsides were fired, it was to put as many shots as possible into a target 'area' where our enemy had the miss-fortune to be. Now, at point blank range, we wouldn't expect many shots to miss if any, as the shot would be flying horizontally to the sea and the enemy would be in the way, but as range increases the broadside would be fired in a higher and higher arc and produce an ever growing area of effect where its shot fell. Caused by many things, poor aim throughout crew and officers, inconsistency in weight of charge, irregularity of cannon ball shape, roll of ship hull etc etc. I have seen so many times every single shot of a long range broadside falling just inches from a ships hull, and at the same time so many long range shots where every single shot hits. There seems to be a little more dispersion left and right than there is near and far. I understand that we need some skill in learning targetting etc, my point isn't that the targetting needs reviewing (Please don't hijack this thread along those lines !) far from it I think the ranging shots, leading and height adjustment mechanics are just fine as they are. My point is that these ships cannon just weren't that accurate, you would expect misses, and the further away, the more misses you would expect. Imagine a huge rough tear drop shape on the ocean where your target ship sits within and the narrow point of the teardrop points at your ship. Hopefully you would judge correctly where the majority of your shots would fall, but even if you judged it wrong, you may catch it with a few shot that were destined to be slightly off centre. I don't know if you plan to add accuracy enhancing features in the release version and reduce accuracy until these are achieved, but for me the shot fall area at range is far smaller than any captains expectations should be.