Artillery seems to have undergone some drastic changes since the game came out, and not all to the better.
In the demo artillery had little trouble hitting formations and the AI could usually manage to know out your two horse artillery cannon before you got the 24 ponders. It did have its bugs and always targeted the corner of the formation instead of center mass as it should have.
With 1.2 the fire is down right erratic to me. It reminds me of M2TW where you could miss a castle wall.
It is near useless now and if you make it worse the only reason to keep it around it to take out building to avoid having to take them with infantry. That is provided the clock doesn’t run out before you can hit the buildings.
Even with the special ammunitions you have far, far too many misses at a stationary target. The tendency of cannon to miss was in adjusting the range. Once that was accounted for then the fire got dangerous. Lateral movement is also a problem but direct movement toward a gun should not be. The target has no apparent speed and only shortens the range.
I don’t know what formula is used in the flight but it seems to have far and away too much lateral movement to the strike of the round. Are they firing balls a half inch or more smaller than the gun bore or what?
With indirect fire weapons it is worse still. A round may have devastating effects if perfectly placed but that would be like one in one hundred shots and long before that happens someone has usually closed on the battery and disrupted it in one fashion or another.
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