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fdjw88

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Aug 26, 2019
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in your opinion which race has the better artillery unit? the game currently has the following.

1. Bombardon (Amazon)
2. The Dis-assembler (Assembly)
3. Rocket Artillery (D.var)
4. Barrager (Kir'ko)
5. Wraith (Syndicate)
6. Laser Tank (Vanguard)
7. Walker (Vanguard)
 
The Syndicate does not have an arty unit. I suggest you look at the Wraith again.

As for which is the best Artillery when the list is pruned of the obvious outlier.

The best is probably the Dvar Rocket Arty. Its the only one that can do partial arty shots. It can get better reach with its arty than the others. Also its the only one that can do arty shots every turn. All the rest have cooldowns.

I like the Bombardon. That is because its non-artillery attack is stronger than usual and it ignores cover. So the Bombardon stays strong and relevant at all times. Plus it can rock the very nice bio damage mods.

The Laser Tank is notable for three reasons. First is that it gets 32 move. The rest are stuck at 24 which means moving them means no arty and they lose points for their repeating basic attack quickly. Second is its pop smoke ability. Obscured is a very powerful buff that keeps units alive in a big way. Third is that its arty shot is an extremely high damage single hit. This makes Laser Tanks uniquely suited to picking off single high value targets.

The Disassembler can get a mod that allows it to do a debuff that makes future hits 20% easier and the unit loses 400 morale. This is a big deal as low morale causes fumbles which is a big defensive boost for you.
 
3. Rocket Artillery (D.var)
That one. On first glance, 2-7 range and 9 damage repeating, 20% accuracy does not sound like a lot. It actually did confuse me at first. But consider calibrate weapon: +40% accuracy, +2 Range. That suddenly makes it usefull.
And if you go through the Explosives line, you can add stuff like:
Smart Payload, Guided Delviery System, Micro-Nuclear Warhead (or any other payload).
80% Accuracy, friendly fire save, 11 Range, 9 Damage + 80% from mods.
 
5. Wraith (Syndicate)

The Syndicate does not have an arty unit. I suggest you look at the Wraith again.
While it is true that the Wraith is not an Artillery, the Syndicate does have one:
Sentinel.
1 Hex AoE, 2-9 Range, 1 Turn Cooldown, Massive Impact, Demolisher

It is easy to forget the Combat Summons
 
While it is true that the Wraith is not an Artillery, the Syndicate does have one:
Sentinel.
1 Hex AoE, 2-9 Range, 1 Turn Cooldown, Massive Impact, Demolisher

It is easy to forget the Combat Summons
Not forgotten. Just not counted. It requires use of your ops points and energy for every combat and you cannot mod it. There is no planning strategies around it because you cannot rely on its presence. I consider it especially egregious that almost every summoned unit has unique capabilities, like the Assembly and Kir'ko's CC units, Synidcates Arty unit, Vanguards jetpack jumping melee and so on.
 
Not forgotten. Just not counted. It requires use of your ops points and energy for every combat and you cannot mod it. There is no planning strategies around it because you cannot rely on its presence. I consider it especially egregious that almost every summoned unit has unique capabilities, like the Assembly and Kir'ko's CC units, Synidcates Arty unit, Vanguards jetpack jumping melee and so on.


Yeah, I'd like them to be buildable as well. Might cause balance Problems especially with the perma-stun that meanwhile can do damage of assembly though. I get that the idea IS to have those units be special...but maybe make it a strategic summon as well to get some of them permanently?
 
I prefer to use paragon heavy soldier as overcharged it is stuns very often and can be fitted with regeneration. From usual arties assembly one is good due to nanite aoe.
 
Laser tank is more comparable to a sniper than an artillery actually.
Indeed.
The Walker is the artillery.
The Laser Tank the Sniper-esque unit.
 
why is the dis-assembler not an artillery unit? is it because its range attack does not ignore cover?

also why is the Barrager bad? i think it is pretty solid. its range attack is repeating, hits all immediate adjacent hexes, pretty much guaranteed to destroy cover and it has a high probability to stagger target/targets.

but i do agree that the Rocket Artillery is very good, almost too good.
 
why is the dis-assembler not an artillery unit? is it because its range attack does not ignore cover?
Who said it is not? I literally searched and could not find it.

also why is the Barrager bad? i think it is pretty solid. its range attack is repeating, hits all immediate adjacent hexes, pretty much guaranteed to destroy cover and it has a high probability to stagger target/targets.
The Kir'ko barrager is not a artilelry. It is a repeating range 7 attacker, nothing more.

The Tormented is the Kir'ko artillery.