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  #1  
Old April 5th, 2021, 10:21 AM
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DRG DRG is offline
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Default Re: Bombardment-delay mechanics

Quote:
Originally Posted by Anton View Post
It is the following comment by Imp that I suspected of being based on inside knowledge rather than on documentation, and still do:
The only "inside knowledge" Imp has is based on years of gameplay experience. He has had nothing to do with game development.
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Old April 5th, 2021, 09:35 PM

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Default Re: Bombardment-delay mechanics

Maybe what Anton is asking is to amend/ clarify the game guide. It may have been accurate previously, but the current artillery model behaves differently.

Talking about artillery, I used to like the heavier stuff, but I realised that I like my ground flat as well, so I've been switching over to lighter stuff again. I suppose anything with WH >4 is going to cause broken ground.
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Old April 6th, 2021, 05:00 PM

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Default Re: Bombardment-delay mechanics

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Originally Posted by sigeena View Post
Maybe what Anton is asking is to amend/ clarify the game guide. It may have been accurate previously, but the current artillery model behaves differently.
That's it. I do ask to correct either the game or the documentation to remove the contradiction between them. By the way, it seems that the current undocumented behavior of the game is in fact better than its obsolete description in the game guide, so it is better to amend the guide. If this change in bombardment execution was intentional, then I thank the developers for it.

With the current behavior, the artillery is silent for a fraction of the first mission turn, but always delivers all it can in the continuation turn, which is logical. If the game worked as documented, the firepower of a single mission would be spread over two turns, reducing the average rate of fire by a factor of two.
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