View Full Version : Questions on Cannons
Agravain of Orkney
06-20-2004, 15:35
Need some http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
What do you think is the best cannon for castle assault?
Which one is best used against enemy troops?
I have heard valor can improve accuracy of cannon....true? If so, is it worthwhile to increase it?
Thx.
Culverin for castle defences. Serpentine vs infantry.
Don't think it's worth it to buy valor upgrades (presumabl you mean in multiplayer battles)
Agravain of Orkney
06-20-2004, 17:56
Thanks Just wanted to add that I have read the descriptions in Froggys unit guide....I am hoping to get opininions and experiences from other people as well. Yes, I primarily play multi-player.
A little trick, at start of a multiplayer have a culverin and locate enemy general, and fire at him like mad, if your lucky you can knock him out and dent morale from the off.
Very hard to do but if you can it's a great start.
Quote[/b] (Drake @ June 20 2004,21:32)]A little trick, at start of a multiplayer have a culverin and locate enemy general, and fire at him like mad, if your lucky you can knock him out and dent morale from the off.
Very hard to do but if you can it's a great start.
how did you guess my master cheap shot? http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif
RisingSun
06-20-2004, 21:31
you can always say it's an accident as long is there is another unit in front of the general. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif "But I was shooting at the other guy, honest"
Culverin is best vs infantry too.
Shoots furthest = enemy is not safe even at the far end of the map.
More than makes up for slower reload time.
Demi-Culverin, Serpentine & Culverin all have the same accuracy so any observed difference is either about valour or luck of the random seed.
Quote[/b] (arrrse @ June 20 2004,21:33)]Culverin is best vs infantry too.
Shoots furthest = enemy is not safe even at the far end of the map.
More than makes up for slower reload time.
Demi-Culverin, Serpentine & Culverin all have the same accuracy so any observed difference is either about valour or luck of the random seed.
isnt there a shot/reload difference between the three? I rarely use them except for custom games and was just wondering... and do any of the threee have more ammo?
My favourite for castle assaults are siege cannons (muslims only). The damage they do is so great that it more than makes up for their not being able to turn.
I prefer serpentines against infantry.
Quote[/b] (soibean @ June 20 2004,21:59)]
Quote[/b] (arrrse @ June 20 2004,21:33)]Culverin is best vs infantry too.
Shoots furthest = enemy is not safe even at the far end of the map.
More than makes up for slower reload time.
Demi-Culverin, Serpentine & Culverin all have the same accuracy so any observed difference is either about valour or luck of the random seed.
isnt there a shot/reload difference between the three? I rarely use them except for custom games and was just wondering... and do any of the threee have more ammo?
THe serptentine has 40 rounds, the culverins only have 25.
Differences:
- culverins have a stronger shot, which is irrelevant for anti-personnel uses
- culverins have less ammo (which is why I prefer serps)
- culverins have longer range (but, IMO, serps are long enough 90% of the time and the exra ammo makes up for it).
- price (culverins are 225 florins extra)
I think serps are better vs personnel because of the extra ammo, but there are going to be instances where you want that extra range. For example if you dont get the point or center spawn as the attacker on a large map in a multiplayer game where there are 4 or more players on your team. But that's a lot of ifs.
EDIT: forgot to mention the ammo difference, 25 for culverins, 40 for serps
Siege-cannons are far more powerfull than culverins, making them the best for assaulting. I've seen two of these raze a castle completely.
The_Emperor
06-24-2004, 10:22
I only use the cannons during castle assaults.
The use of them in a genuine multiplayer field battle is far too cheesy, especially when those cannons have a range of the entire map.
never use them in mp only as a anti castle thing.
thanks, dessa
Daveybaby
06-24-2004, 16:12
Is there a definitive table somewhere that defines max range, reload time, damage etc for each arty type? Never seen one, and cant find anything in unit_prod files.
Specifically, the TABLES section of crusaders_unit_prod lists the different missile types, but doesnt really give any more information (except cost and ammo quantity). Where is all of the missile behaviour info stored?
edit : DOH projectilestats.txt - obvious really.
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