A good illustration of what I said about great cannons and chevrons. Same concept applies to dwarf cannons and Vamp coast carronades. This test was a bit unbalanced since hellcannons don't benefit from chevrons as much as other artillery do, since their accuracy is about perfect right from the start. But chevrons in great cannons can be competitive even in MP, depending on what you expect to fire them at. If you expect a Dread Saurian or Thunderbarge, you can probably keep the stock accuracy. But if you expect some high value targets that are fairly large without being huge, some chevrons can drastically increase the hit rate
The durability of the individual Hellcannon makes them tough. You have to pin them down with melee. I wish they could come out of control and eat their crew like tabletop lol. Watching the Chorfs get laser sniped was satisfying, lol.
I wonder how different total warhammer would be if artillery misfires were included in it, the hellcannon has a chance to just whirr every unit around it into the realm of chaos when misfiring
Apparently the weird bug persists. In the case of the Luminark, the shots multi hit the Hellcannons, them being a bit of a longer target, hence they kinda wrecked them.
What you are seeing now is not a bug. It is how it SHOULD work. It has a projective and an explosion effect. " Full stats here : Missile Damage 2045 Missile Base Damage 495 Missile AP Damage 855 Explosion Base Dmg 270 Explosion AP Dmg 630 " When the projective hits a big unit it fizzles out and makes one explosion. When the projective hits a medium or small unit it makes an explosion. It then keeps going and hits another unit and makes another explosion. So on and so forth until its hits the max penetration cap of 10. This has a CD so it does not explode like 6 times for the first 6 foot soldiers XD This was not the case at somepoint, and you could see foot-lords get their source code deleted if they were in the middle of their own infantry XD This was bug number 1! There was another bug where a the projective would NOT fissle out when hitting a big unit with a huge model if it was "curving". I remeber seeing a Tzeentch lord on those hoverboards thingies which were considered a large unit get LITERALLY ONE SHOT by 6 explosions from one single beam! Ohh it was glorious seeing heretics be reduced to ashes! BUT it was not balanced. I have not seen it happen again, but this is CA... Their bugs are like whack-a-mole... They somehow broke ranged unit for the 16th times in a row after fixing them: Ranged Skirmish cav with throwing weapon now run in melee 40% of the time... Gunpowder units are still "obstructed" because "BYØRN" the caveman's left foot is 2 cm in front of the 16 meter tall chaos monster/dragon abomination they want to shoot...
Thanks for the comment. I will add those to To-Do list. The reasoning for omitting them is that they don't kind feel like artillery only unit and to keep the vids a bit shorter :) But perhaps I should tests adding them as well and see if people are interested.
Odd how in multiplayer the best artillery factions are warriors of chaos hellcannon renown and the khorne skullcannon renown. Cannon meanwhile are crap wh1 units not worth taking
Lorewise because chaos either is spending most of their time tearing themselves apart, or are basically a non threat (small warbands that an empire town can defend). They only become a major threat when actually unified towards a single cause. As for the game, it’s balanced by hellcannons either having to be unlocked through sacrificing souls as WOC, or having to increase the unit cap in CD which limits the amount that can be brought. Empire can bring 2-3 cannon units for every 1 unit of hellcannons chaos can make
On the TT,Empire artillery is fairly reliable compared to everything but Dawi arty - but misfires aren’t a thing in total war (because honestly,it would suck) so Skaven just got busted tech with no downsides,and chaos hell cannons don’t eat their crews Also,of course they’re on equal grounds! They got gunpowder,faith and empire steel! What more could they ever need?
A good illustration of what I said about great cannons and chevrons. Same concept applies to dwarf cannons and Vamp coast carronades. This test was a bit unbalanced since hellcannons don't benefit from chevrons as much as other artillery do, since their accuracy is about perfect right from the start. But chevrons in great cannons can be competitive even in MP, depending on what you expect to fire them at. If you expect a Dread Saurian or Thunderbarge, you can probably keep the stock accuracy. But if you expect some high value targets that are fairly large without being huge, some chevrons can drastically increase the hit rate
Thanks for the comment. Yea, the result was surprisingly significant here. (Not sure about Great Cannons vs. Dread Saurians without xp though...) ;)
"The finest Dawi-Zharr craftsmanship, combined with the symphony of Hashut's bellow."
;) Thanks for the comment.
The durability of the individual Hellcannon makes them tough. You have to pin them down with melee. I wish they could come out of control and eat their crew like tabletop lol. Watching the Chorfs get laser sniped was satisfying, lol.
Thanks for the comment. Well, that type of running amok etc. would be a rather nice mechanic in the game :)
Eat their crew? Lol, or that Dwellers Below actually did what the text says it does...
I wonder how different total warhammer would be if artillery misfires were included in it, the hellcannon has a chance to just whirr every unit around it into the realm of chaos when misfiring
Ah, that would be a rather nice addition. At the same time, perhaps that could cause quite a few rage quits :D Thanks for the comment.
Apparently the weird bug persists. In the case of the Luminark, the shots multi hit the Hellcannons, them being a bit of a longer target, hence they kinda wrecked them.
What you are seeing now is not a bug. It is how it SHOULD work.
It has a projective and an explosion effect.
"
Full stats here :
Missile Damage 2045
Missile Base Damage 495
Missile AP Damage 855
Explosion Base Dmg 270
Explosion AP Dmg 630
"
When the projective hits a big unit it fizzles out and makes one explosion.
When the projective hits a medium or small unit it makes an explosion. It then keeps going and hits another unit and makes another explosion.
So on and so forth until its hits the max penetration cap of 10.
This has a CD so it does not explode like 6 times for the first 6 foot soldiers XD
This was not the case at somepoint, and you could see foot-lords get their source code deleted if they were in the middle of their own infantry XD
This was bug number 1!
There was another bug where a the projective would NOT fissle out when hitting a big unit with a huge model if it was "curving".
I remeber seeing a Tzeentch lord on those hoverboards thingies which were considered a large unit get LITERALLY ONE SHOT by 6 explosions from one single beam!
Ohh it was glorious seeing heretics be reduced to ashes! BUT it was not balanced.
I have not seen it happen again, but this is CA... Their bugs are like whack-a-mole...
They somehow broke ranged unit for the 16th times in a row after fixing them:
Ranged Skirmish cav with throwing weapon now run in melee 40% of the time...
Gunpowder units are still "obstructed" because "BYØRN" the caveman's left foot is 2 cm in front of the 16 meter tall chaos monster/dragon abomination they want to shoot...
Ah, yea, that would explain it. Imo, there have also been some other cases, where they seemed to hit twice :) Thanks for the comment.
@ Thanks for the detailed explanation. Makes sense :)
You skipped the steam tanks, huh? I kinda want to see what the helblaster variant does when it gets into range
Thanks for the comment. I will add those to To-Do list. The reasoning for omitting them is that they don't kind feel like artillery only unit and to keep the vids a bit shorter :) But perhaps I should tests adding them as well and see if people are interested.
Shades with great weapons vs other infantary please
Thanks for the comment. I will add that to To-Do list :)
Hellcannons fire homing missiles, so they're very good at killing enemy arty
Odd how in multiplayer the best artillery factions are warriors of chaos hellcannon renown and the khorne skullcannon renown. Cannon meanwhile are crap wh1 units not worth taking
Thanks for the comment. Yea, it seems that the xp improves things quite significantly there :)
Artillery should not be that accurate. Its kinda dumb ngl.
Thanks for the comment. Yea, there seems to be quite a bit of variation :)
That's how balanced this game is. Please... how is empire ever on equal ground as chaos? Or anyone else
Lorewise because chaos either is spending most of their time tearing themselves apart, or are basically a non threat (small warbands that an empire town can defend). They only become a major threat when actually unified towards a single cause. As for the game, it’s balanced by hellcannons either having to be unlocked through sacrificing souls as WOC, or having to increase the unit cap in CD which limits the amount that can be brought. Empire can bring 2-3 cannon units for every 1 unit of hellcannons chaos can make
On the TT,Empire artillery is fairly reliable compared to everything but Dawi arty - but misfires aren’t a thing in total war (because honestly,it would suck) so Skaven just got busted tech with no downsides,and chaos hell cannons don’t eat their crews
Also,of course they’re on equal grounds! They got gunpowder,faith and empire steel! What more could they ever need?
Thanks for the comment. Hmm. Imo, the xp made quite a difference here and Luminarks seem to be still wrecking about every enemy artillery :)
Luminark is so bad and so imbalanced same time)
They are good for direct shots against single entity units.
Thanks for the comment. It seems to do rather well against single entities :)