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General Discussion / Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
« on: August 27, 2017, 04:20:15 am »Regarding the the canister shots "too weak" complaints. I always see the artillery in a linebattle doing at least 1-2 kills, when a line is charging them. And just yesterday evening, after reading the complaints here, I catched 2 screenshots in a normal linebattle (both screens from yesterday:)
This looks to be literally like 10 meters away (at least in the second picture) in a "line battle" in which case I'd expect a canister to kill like 1 person if aimed correctly due to the spread being very low at this point.
Canister is accurate up to 500 yards and capable of killing 20 men in one shot at this range on a line sized target, and also is aimed in front of the regiment so that the balls bounce off the ground and strike upwards.
This isn't even considering the effects of a double charge of canister, or round ball and canister loaded together.
Now, we're certainly not using the same sizes as the real napoleonic wars where a single detachment would be over 300 men strong, but considering the musketry of all regular troops in the game is quite above average (IRL hit rate was about .003% at 200 yards) cannons seem quite weak in comparison with their most useful shot (at least IRL)
The reason canister was so deadly (and the most feared weapon of the time) was because it had the power of a full volley of muskets with a much greater inherent accuracy, as well as a much easier time of aiming (when a detachment begins firing, no one can see 3 feet in front of them, a cannon has clear sight)
Canister should be the go to ammunition for firing on any target that isn't in an enfilade, in this case cannonballs would be used to rake down an entire column of men, whereas canister would much more effectively distribute itself across a wide target like an approaching regiment.