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The artillery piece is a mortar capable of high precision, high accuracy, and highly-damaging fire. However, has a maximum range of approximately 5 squares as viewed on the Pip-Boy's world map. Artillery strikes can be called down by throwing an artillery smoke grenade within range of a placed cannon. Having more manned pieces allows for more hits during a single salvo: each piece affords five shots.
Artillery Piece (1)
- To maximize artillery coverage of the Commonwealth it is wise to place one at each settlement.
- While the artillery piece does not require ammunition, it does require a dedicated settler to operate.
- The artillery piece can be built only after locating the artillery schematic.
- If tuned in to Radio Freedom, the Minutemen will tell when the artillery is about to fire, and when the artillery strike is finished.
- Each gun fires five shots during a fire mission, but the shells always fall at the same rate. Additional artillery pieces extend the duration of the fire mission.
- Only one settlement's artillery pieces will launch each fire mission, even if several are within range.
- After a successful artillery strike, there will be a short delay before the artillery is ready to fire again.
- When calling artillery in the city, the rounds may simply hit a building instead of the designated area.
- Artillery makes use of the in-game timescale, so the lower the timescale, the longer it takes for each shell of artillery to land (Standard timescale is 16 and each shell takes 3.5 seconds to land at that timescale).
- If a settler assigned to the cannon is unable to make their way towards the cannon or is otherwise trapped by object placement, the cannon may begin to turn by itself.
- Following the system of gears, turning the wheel on the side clockwise would lower the mortar and counter-wise would raise it.
- Artillery pieces cannot be built on the Island, nor do the Minutemen have any sort of jurisdiction there. This renders artillery smoke grenades virtually useless in that region.
Behind the scenesEdit
|The following is based on unverified behind the scenes information and has not been confirmed by canon sources.|
Artillery seems to be heavily based on the 12-inch coast defense mortar, which was in service from the late 19th to the mid 20th centuries.
|End of information based on unverified behind the scenes information.|
ps4 Sometimes when calling in a strike, the sound of the mortar coming in can be heard, but no explosion will follow. [verified]
pc Multiple artillery pieces in one settlement causes bugs with it proper firing. The more of them you have, the worse they work. For example: 2 pieces can take more time to start firing than one or fire the same quantity of shots. The main reason - they run consequentially, not simultaneously. After they start - first artillery slowly rotates, then fires. Then second artillery begin to rotate, and this animation takes more time than delay time between shots of one piece, while the first one freezes for the time of this animation.
More than 2 pieces causes even more troubles - very long delay time before starting fire (each of them have to rotate first), longer timeout between shots or not firing at all (while radio freedom plays all stages - "...saw your flare", "...firing", "...mission complete").
It seems that "firemission" of artillery has the limited time. So if you have many pieces - they all spend most of this limit for rotations. One by one before their first shot... The best option for relible work to put one piece of artillery in each settlement. Maximum two - most of the times two pieces work better, sometimes worse.