Hand Cannoneers bad state confirmed

Also bullet hitbox size. Seems to be lower in de. Or units hitbox es got smaller. Anyway they miss now more

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Can you elaborate please? Ballistics should always work, no matter the projectile speed, as long as the enemy units are moving in a straight line. If it doesn’t work, then it’s a bug.

it’s reported already in the bug section a few months ago. Ballistic assumes arrow speed of 7. Bullets are slower.

Aquebus is a copy paste of ballistic, causing it to not work as projectile speed don’t match with what is assumed in calculations.

Might be a deliberate decision so that it just doesn’t work that well thought, devs haven’t said anything.

There a more problems, like ballistics doesn’t use the actual targets speedy so it doesn’t work on cuman cavalry for example allowing them to dodge arrors easily with hussars.

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That’s why I enjoy forums, free wealth of knowledge. From the points brought up by the previous poster as well it seems clear to be that increasing bullet velocity to 7 and making ballistics affect gunpowder would be interesting.

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This might be too much though. It also removes the purpose of the ports unique tech.

It does not even work in the first place, to be honest.

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Useless imo. I always prefer Portuguese Arbs unless my opponent is Meso, Inca or Goth

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it still affects bbc to great effect. could add an extra effect like increased accuracy, i see no problem finding a replacement effect for the tech. reword it to gunpoweder units shot with more accuracy. (so leave the part about moving targets out even thought its still include for bbc etc.)

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If HC and other guns units (janissary, organ gun and conquistador) get improved through ballistics and projectile speed, Just give arquebus another effect.

Arquebus reduces gun recoil. It is possible to boost the accuracy further and shorten frame delay to 5 while keep other effects for cannon units. In case it cannot compensate the advantage, make the tech affect whole team(like berbers ut). But change of arquebus has a premise that guns units affected by ballistic.

Imo, it is less controversial to change the cost of HC to wood instead of food. This gives more potential for HC to support melee units.

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That does sound like it would work.
But would you want to give snipy BBC to all civs?

This is more controversial with me. Does that even make sense? XD

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No. I mean to the tech applies to civs that have gunpowder units but not give allies access to the gunpowder units that they can’t produce.

Hand Cannoneers need a boost, like +20 vs infantry, since today are useless, too much uneffective.

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Maybe aquebus should just become a civ bonus for Portuguese. Then replace the tech effect with something compeltely new, like organ guns have no minimum range and +1 max range. Organ guns suck a** in post imp (since they are expensive and absolutely murdered by onagers, paladins and cheap massed hussars, even against archers they suck because of low attack rate, which really suprised me when my 60 organ guns lost against 60 rattan a despite being more expensive) .

Portuguese, a gunpowder civs, has actually no real gunpowder civ bonus. Spanish habe faster attack and super galleons, turks hp and Italians a directed discount.

Ports only got a UT in imp. Making aquebus a civ bonus would be much more fitting to being a gunpowder civ.

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problem with janissaries r that they r too expensive.

This video is so comically bad, do you really think longswords beat jannissaries?
If anything this video accidentally showcases one of their strenght because even without micro they can still beat siege weapons.

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this is how the situation could be improved in a hopefully cool way for Handcannons.

What is if the HC get +1 Attack but -1 bonus damage against infanterie. The damage distribution against the infanterie is the same, but the HC is a little bit stronger against other units. They have 17 attack. 17-4 x 3 = 39, Arbalest have 40 HP so they need 4 shoots against arbalest, this is a overkill. With +1 damage they need just 3 attack. They need also -1 shoot against horses and camels. With this, they are still no counter against cavalry, but are a little bit better in combat battles and can win against Arbalest with the same numbers

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HC’s proyectile should be faster and ignore some points of armor, like 4 or something like this

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You’re asuming all HC shots find it’s target but they miss 1/3 (65% accuracy) of their shots at max range. So this might not help them as you imagined.

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But you dont fight with 1 HC against 1 Arbalest. You use a group of HCs against a group of enemies. Then the accuracy is not so important (look like the Arambai). So the HC A dont hit Arbalest A, but he hit his neighbor Arbalest B.