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View Full Version : Infinite arty ammo in RTI?



massimorocca
03-17-2009, 09:15
Hi, just started the game, starting with the RTI tutorial, and found in a battle near Louisburg that my four 24lb. hwtz don't run out of ammo. I was the attacker and I've selected the no time limit to see how it works and so I've hammered the French, in my disbelief, for more than half hour (Real time) mercilessy, till I lost my nerve and advanced the line to the kill. One of my battery closed the battle with 248 casualties, the other 3 each with more than 180, and remember that the only ordnance allowed are solid shot.
Is this a bug?

Fisherking
03-17-2009, 09:34
No! It is not a bug.

Cannon Artillery has unlimited ammunition. Rockets do not.


That was good shooting by the way! Mine are often lucky to get 3 or 4 with round shot.

:laugh4:

massimorocca
03-17-2009, 10:00
Oh.
I can disagree? Sure the arty could replenish the storage sending back the caissons (btw could be a nice addition, think for a catastrophic boom when hit). But unilimited ammo unbalance the game, more that it was in RTW om MTW2. In the first two games they outranged the reaction trigger, so I can always slaughter, when attacking, between 80 to 150 for each long range units I deployed, but they run out of ammo so the final melee/charge was more or less mandatory.
Now I can first counterbattery the AI, obliterate their arty and then punch the poor infantry till they rout. Also if the arty is not so right on target with unlimited ammo the only problem is to avoid that the Ai start a general advance. So play dead your infantry, don't move the horses and hope for the best. Boring

Fisherking
03-17-2009, 10:21
CA intentionally gave the Artillery unlimited ammo.

We can argue the point and argue the infantry’s lack of ammo, but that is not a bug.

I don’t know if the battle is a bit buggy or not…my copy of the game is lost some where in the mail.

Shahed
03-17-2009, 14:19
It's great that it has unlimited ammo, no need to bother chasing those enemy units miles away. Just blast them into a retreat. (Holds particularly true for bugged units who are having pathfinding issues).

Quillan
03-17-2009, 15:34
Interesting side note to this: the cannons apparently have unlimited ammo only as long as the limber and caisson still exist. I had a limber wiped out by a cannon shot last night that missed the crew, and the cannon stopped firing at that point. The unit still showed 3/3 guns, but only two were firing.

Sol Invictus
03-17-2009, 16:52
Interesting side note to this: the cannons apparently have unlimited ammo only as long as the limber and caisson still exist. I had a limber wiped out by a cannon shot last night that missed the crew, and the cannon stopped firing at that point. The unit still showed 3/3 guns, but only two were firing.



Hmm, interesting. I don't really mind unlimited ammo for Artillery since Artillery rarely ran out of ammo during a battle.

Sheogorath
03-17-2009, 17:00
Given their terrible accuracy at any kind of range, I dont find unlimited cannon ammo particularly unbalancing.
I mean, at maximum range cannons have a hard time reliably hitting the walls of a fort, much less any kind of infantry formation.

And, of course, CA's still got the bounce on cannonballs too high. They almost invariably go over a formations head or only kill one guy.

Marquis of Roland
03-17-2009, 18:04
unlimited arty ammo + no time limit = AI loses every siege :smash:

Sheogorath
03-17-2009, 18:34
unlimited arty ammo + no time limit = AI loses every siege :smash:

If you're willing to spend a couple hours in fast-forward mode >_>

NimitsTexan
03-18-2009, 00:27
So, turn on the time limit.

Anyway, assuming no outside intervention, the attack force pretty much always beat the defending force in a siege warfare.

PBI
03-18-2009, 00:55
Yes, in sieges at least unlimited artillery ammo makes perfect sense. What would be to stop the besiegers just bringing up more ammo when they ran out?

It's something that's always bugged me in previous games, losing sieges just because my guns ran out of ammo before breaching the last wall.