Not sure if this is the right place, but is it possible to modify the amount of kick that cannons have with scripts? Specifically the BE heavy. If so, how?
what? you better start talking. I've wanted to change the recoil on cannons in my scripts. Hard to make any sort of fast-firing cannon with the kick like it is.
Cannons have too much kick and a messy flight path Arty cannons have no kick and a much better flight path Change the cannon type to artillery but use the cannon values for everything else. Move the arty cannons into the same research as the arty tank chassis. Give the tanks slots for the new arty cannons and you can get a gun with no kick. Only problem is that the colors and icons dont quite mesh. Just tested this and it seems to work for a be heavy with rail gun values using the arty type cannon
Your missing the point. ML has no recoil. CN has lots of recoil. After watching a few hours of tank combat, anything using MLs tries to keep its targets at range while cannons have to close in to be able to hit anything. So you can aim your first shot, second is almost always lost to the current system of "first shot is fired, recoil from fist shot is applied, second shot is fired from new spot and more recoil is applied" If we want any sort of balance, people have to accept that the last 3 versions, cannons are not equivalent to missiles. To get some sort of balance, we need to get support for script based recoil. I don't want to derail this any more but Im willing to talk about tank combat elsewhere.
Nickierv please don't do this. It is much easier to hit a tank with cannons than with missiles, because cannons are much faster. With ranged cannon and rail gun you nearly hit every shot even when the enemy is moving. You just have to aim a little bit above the enemy. If you remove the recoil from cannons or add recoil to missiles, cannons will just be even stronger.
that all depends on how you balance them for example it would be neat to give stuff like HE a big recoil, while giving std cn a small one