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Subject:
Re: organ guns or horse guns?
eagle runner knight=erk all hand inf and musk have bonus vs light inf , but they have slightly lower bonus in compare to cav proper
knight_br:Optimal explanation .. very succinctly
LordStefanIII: Unkown_Genius:Leave it to Age.Comm to get a thread twenty miles off topic.
:) Or turn into a flame war.
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Subject:
Re: organ guns or horse guns?
Regardless of their strange look and tags, erk and coyotes simply act as dragoons and hand cav. with close to the same multipliers ect. And ankur was right about the cannon thing vs light inf.
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Subject:
Re: organ guns or horse guns?
The coders added some special tags for the Aztec civ. For example, note the "Arrow Knight" entry in the damage bonus section for the Organ gun:
- <DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
- <DamageArea>2.000000</DamageArea>
- <DamageBonus type ='AbstractCavalry'>0.500000</DamageBonus>
- <DamageBonus type ='Building'>0.750000</DamageBonus>
- <DamageBonus type ='Ship'>0.500000</DamageBonus>
- <DamageBonus type ='AbstractLightInfantry'>0.500000</DamageBonus>
- <DamageBonus type ='xpArrowKnight'>0.500000
The reason for this is that Arrow Knights are essentially the Aztec culverin/mortar combo unit and the Organ Gun has a negative multiplier versus other artillery.
Also, note that the Organ gun doesn't per se have an infantry multiplier like the Horse Artillery does.
One think I like about Organ Guns is that they set up better than Horse Artillery, which often twist and turn trying to place themselves into a formation until some culverin notices and kills them before they even get set up.
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Subject:
Re: organ guns or horse guns?
LordStefanIII:What I would like to know is if Light Cannons have this negative multiplier vs arrow knights. LC out range AK so bad and can easily just shoot them.
ya and az don't stand a chance vs iro anyway haha Horse art = 6 pop, lets say make 4 horse art = 24 pop organ gun is 4 pop 24 pop of organs is 6, therefore more culvs needed/more shots needed, and can spread out damage more. BUT LIGHT CANNON ALL THE WAY 3 POP CULV/FALC/MORT OMGOMGOMGOMGOMGOMOGMGOMGOMGOMGOMGOMGOMOGMOGMOGMOGMOMGOMGOMGM 24 pop worth of LC is 8, plus the 32 range and multiplier vs cannon, inf and buildings opopopopopopopopopopopopopoppopg ggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg no reeeeeeeee Iro <33333333
samirtobias: A great feeling, for me, requires almost half a roll of toilet paper to clean up.
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Subject:
Re: organ guns or horse guns?
Light Cannon
- <MaxRange>32.000000</MaxRange>
- <ROF>6.000000</ROF>
- <DamageBonus type ='AbstractInfantry'>2.000000</DamageBonus>
- <DamageArea>2.000000</DamageArea>
- <DamageBonus type ='Building'>3.000000</DamageBonus>
- <DamageBonus type ='Ship'>3.000000</DamageBonus>
- <DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
LC range only two less than a culverin and two more than the Arrow Knight and have no detriments -- just bonuses. The rate of fire, however, is slower than most other artillery, which have a 4.0 ROF.
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Subject:
Re: organ guns or horse guns?
jeffro18:yeah but doesn't LC have faster set up time??
Would setup time be affected by the turn rate for a cannon? I know it effects their usfulness in turning to attack flanking units.
Light Cannon
- <TurnRate>3.0000</TurnRate>
- <MaxVelocity>3.0000</MaxVelocity>
- <MaxRunVelocity>5.0000</MaxRunVelocity>
Horse Artillery
- <TurnRate>3.0000</TurnRate>
- <MaxVelocity>6.0000</MaxVelocity>
- <MaxRunVelocity>8.0000</MaxRunVelocity>
Organ Gun
- <TurnRate>8.0000</TurnRate>
- <MaxVelocity>4.0000</MaxVelocity>
- <MaxRunVelocity>6.0000</MaxRunVelocity>
From the above data it's also clear that Light Cannon are relatively slow-moving artillery, when compared to Organ Guns or, especially, Horse Artillery.
Organ Guns, like Japan's Flaming Arrows, seem to move around pretty well already set up -- at about the same speed as the infantry the accompany.
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