The fact is, in each movie except episode II, where there was a major ground battle, there was a circiumatance that would have made artillery less valuble. And artillery is canon. http://starwars.wiki.../wiki/Artillery It does need to be changed, but the turbolaser-equiped "heavy stuff" is somewhat odd as the total of artillery. I would say that it seems to resemble napoleonic artillery, but most of the rest of combat is modern. I suggested somthing similar in the rebel units thread, but it would be massively expensive, and likely rare, only used on heavily fortified worlds. Also, the SPHA had several armaments, including tubolasers, anti-vehicle lasers, ion cannons, concussion missiles and mass drivers. Thus, missile artillery is canon, and definitely should be kept.
My point still stays - artillery was rarely valuable, becouse battles weren't fought in 2 dimensions - even in game, land battles are only short pause between space engagements and build up phase
I don't want simulation of modern battlefield, I want SW. As for my other main concern for artillery (balance) - shorten their range and player will kill it easily, while keeping his own art behind. You could try to use <build_something:P_limit> command, but player will keep using them in offensives only. Not easily solvable. Another idea is to use 'Genosian artillery': quite powerful yet short range unit. I'd restrain from using units that are significantly more expensive then the rest - player will be able to build them anyway, while AI will have some difficulties. Unless you mean MP
As for the rest, like I said earlier, 'canon' is IMO decided in wrong way. As it is now, Lucas simply gives somebody free hand, somebody creates something that is not SW-like, many mistakes are made in the meantime, yet later on it's somehow patched together and decided 'canon'. Examples: Bulwark-class. Excellent possibilities & idea of a unit, yet it showed up only in Rebellion. So supposedly excellent ship, yet Rebellion don't use it at all?
Particle shields vs Energy shields. Ships are supposed to use only former in battles, yet destruction of Executor proves something diffrent. I could go on like this. It looks like hunting for money (reasonable), but the bad thing is that common sense went for holiday...
And Keraunos, would that mean you change it from artillery to anti tank gun?
Nope, rather as 'universal-anti-heavy-stuff' vs everything big. Like AA-gun/ATAT destroyer/bunker destroyer etc.
There are plenty of ways to balance Artillery for your own needs, Keraunos, Less FOW reveal, less accuracy, more needing Scout bikes to make Empire Artillery work, and the Drones for ye olde MPTl.
And i sincerely apologize for exploding at you, i get a bit worked up sometimes as i dislike the "Remove it cause i don't like it" arguements.
I know, I tried it. But AI is unable to coordinate it's units - that's what we see in space. On land it's the same - if I take one of the factors, it's too easy to kill it. I stopped using artillery long time ago, and I'm really way happier as it is now. I mostly use large numbers of inf supported by T2Bs/AT-STs now; I sometimes use heroes/AT-ATs as well. Believe me, much more enjoyable and SW-like.
And no problem. Apology accepted, Captain Needa
And sorry for writting in such a malicious way as well.
Anyway, to conclude (becouse we actually keep using the same arguments more or less
) if you can find a way to make artillery less powerful and more enjoyable while not making it centerpiece of land battlefield, I'd enjoy it and play with it. I tried, I failed. As removing units is easy as it is now, I won't bother if you fail
And maybe you won't...