Total War: WARHAMMER II

Total War: WARHAMMER II

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Masked Mustachio's Canister Shot
   
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Tags: mod, Units
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122.855 KB
2 Oct, 2021 @ 9:33am
2 Oct, 2021 @ 9:33am
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Masked Mustachio's Canister Shot

Description
***This Mod is now updated for WH3. Follow the link to find it***
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2856333538

Unpopular Opinion: Empire Total War was one of the best Total War games. I know I already lost you because obviously Medieval 3 would be the historical game I want them to release the most, but Empire 2 would be a very close second. That is only because Empire has unit replenishment and the combat is still great while Medieval 2 feels much more dated.

Anyway what does this have to do with this mod? Well I hate that I do not enjoy using the Empire Great Cannons or Dwarf Cannons despite LOVING cannons in Empire Total War. These units are higher tier than the mortar or grudge throwers but they are not as good. (At least I don't get much use out of them). A big part of this is because they reload insanely slow and miss enough that they are not reliable. Their rounds don't explode so if they miss by an inch, they might as well have missed by a mile.

The intention of this mod was to give the basic cannons of the Empire and Dwarves a similar feel to the cannons from Empire Total War by adding a canister shot. I wanted the canister shot to be very damaging when it hits tightly packed units directly, while making sure that loosely spaced units were much more resistant to the cannon. I also slightly increased the reload speed of the normal cannon fire because 20 seconds is unbearable. They are now at 18 seconds which seems minor but it puts it more in line with other artillery. The reload speeds of regular cannon fire go between 18 seconds to ~15 seconds when they are rank 9 veterans. The canister shot has faster reloads at around 15 seconds to ~10 seconds when they are rank 9 veterans. This is somewhat accurate to real life cannons as (apparently) canister shot was faster to reload than round ball with practiced cannon crews firing one every 10 seconds and an experienced crew firing round ball every 15 seconds.

I only gave this option to the two basic cannons because I want them to be viable options, but do not want them to be better than the higher tier artillery options.

The DPS of the canister shot LOOKS much higher than the cannon DPS but that is because it shoots 16 projectiles and gives the impression that it does way more damage than it does. It can do great damage when it hits with all of the projectiles which I wanted, but that doesn't happen constantly. The accuracy of grapeshot is lower than the round shot by 10. So Empire cannons have accuracy of 25 and the canister shot is 15. The dwarves have higher accuracy at 30 so the grapeshot is 20. The range of empire canisters is 200m and dwarf canisters is 190m to match with the round balls being different. This mod also gives the Witch Hammer cannon magical grape shot with increases to damage to match the increase the round shot has. The flaming rune affecting dwarven cannons will give the canister shot flaming damage.

I may tweak things in the future if I feel like things need to be changed, but I have played with it quite a bit and I am happy with where it is. I wanted something that feels like the canister shot of Empire Total War but also isn't completely overpowered. The best way to deal with these cannons would be with loose formation infantry or cavalry as the canister doesn't spread enough to damage a lot of units in those groups. Low or single entity units also work well. Or just shoot them with your artillery/magic.

You should note: I would rather lean towards canister shot being fun than completely balanced. If canister shot has to be overpowered to be fun then you better believe I will leave them overpowered.

Check out my other mods I made here: https://steamhost.cn/steamcommunity_com/id/lumparoo/myworkshopfiles/?appid=594570

Empire Captain Rework: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2615212966

Empire Stalker Units: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599269837

Dwarf Stalker Units: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2592695800

Dwarf Ranger Units: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2595575943

Also please rate my mods so that they can get rated and noticed by other players with similar interests. I do really appreciate it.
20 Comments
Lobuno 1 Jan, 2022 @ 2:43pm 
The mod idea is just awesome. Hope somebody makes a SFO version.
Autisticsrule 10 Oct, 2021 @ 1:12pm 
ps given warwagons a realistic trample would make them more viable to break through lines like they should to harrass and run down the backlines.. it gets bogged down way to easly
Autisticsrule 10 Oct, 2021 @ 1:10pm 
i love this, as i actualy like the great guns over the hellblaster, maily do to the range and direct damage.. the hellblasters main problem is not its range but the lack of spread in its fire making most of its dps pertental wasted on a few indiviguals in the center of a unit rather than shred the whole front rank as it should.. but also i just prefer it for the classic feel of playing my love of pike and shot warfare.. and i liked empire totalwar too.. would love a renasauce one at some point.. so this simple mods great, would like the canister round for moters too, but then as awsome it would be for open battle and seiges,, it would then out compete the great cannons again.. all we need now is a compident pike unit to add the tabletop missing empire unit.. and i'll have everything i want from the empire.. besides a flamethrower steamtank ofc.. would love to see what else you do..
MaskedMustachio  [author] 8 Oct, 2021 @ 10:09am 
With the increase in reload speed I would say the round shot isn't as garbage as it once was. Plus the canister shot eats up tightly packed units once they are in range. Last thing I want was to make all other artillery pointless though. It is much better at hitting distant units and solid as units get within range of canister. So it would be much better for targeting enemy artillery for example. And it is much better than rockets at single target shooting. It would be easy to make it better in every situation than the rockets, but the point is to make it something to consider as a jack-of-all-trades type artillery. Set one unit of the cannons and one unit of rockets each against their own top tier infantry unit and see how much damage they can do before they reach the artillery. Even with some lucky hits the rocket and cannons will do about the same damage. Either way though I didn't make this mod to make the cannons definitively better than other artillery.
Ganches 8 Oct, 2021 @ 8:54am 
I understand your reasoning and appreciate your approach in trying to balance the unit. We all know most people making mods here don't care much for that. However, considering the normal shot is still utter garbage it's hard to find a real reason to recruit this unit over a hellblaster, even with this mod. Don't forget, this unit is in the same building and same tier as the rocket battery.
Shrug... These things are never easy.
MaskedMustachio  [author] 8 Oct, 2021 @ 8:10am 
Yes it is slightly longer than most ranged units. It has it's round ball for longer shooting so you can still do that at any range and it gets more accurate as people close in, thus more effective. So unlike other artillery with ranges of say 350, this can shoot at 450 and then switch to devastating canister at 200. So the short range is the intention. So it doesn't lose out on anything by having a close canister shot. That is needed to keep it from being the better choice against infantry than high tier anti infantry artillery.
Ganches 8 Oct, 2021 @ 5:09am 
From some testing, the only thing I don't like so far is that the range is so short. It's practically on par with archer type units. But perhaps it needs it for balance reason. It just doesn't feel quite like artillery.
MaskedMustachio  [author] 6 Oct, 2021 @ 7:19am 
Thanks Nordic. Yeah I loved fall of samurai but you are right. Especially since you were fighting people with swords and bows.
NordicHorde 6 Oct, 2021 @ 1:16am 
Thanks for this. It amazes me how weak cannons are in this game when they were the most insanely OP unit in Fall of the Samurai. Surely CA could find a middle ground. Great mod
MaskedMustachio  [author] 4 Oct, 2021 @ 8:18am 
Glad ya'll like it so much. I believe it should be savegame compatible but I have made the attempt. to know for sure. But there are not any start pos or other things that normally mess with games in progress.