Artillerie de Campagne

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Versioning

This article could contain outdated information that is inaccurate for the current version (1.59) of the game. It was last updated for 1.58.



Une artillerie mobile Colonial à longue portée utilisée pour assiéger les positions fortifiées.
Description en jeu

L'Artillerie de Campagne, ou Canon de campagne 120-68 “Koronides” est un véhicule colonial légèrement blindé poussé par deux soldats et équipé d'un canon d'artillerie de 120mm. Il sert à bombarder les ennemis et leur fortifications à longue distance.

Info Générales

Équipage

The 120-68 “Koronides” Field Gun houses a crew of two soldiers:

  • Driver (Left Side)
    • Controls the movement of the vehicle - requires a soldier in the Gunner seat in order to move
    • Able to deploy/undeploy the vehicle - press F
  • Gunner (Right Side)
    • Controls the reloading, and firing of the chassis-mounted artillery cannon
    • Controls the azimuth of the artillery cannon - press and hold RMB in the direction you are aiming. Does NOT require a Driver
    • Uses the Mouse Scroll Wheel to adjust the firing distance
    • Required to move the vehicle

NOTE: Despite not having an actual Passenger seat, it is possible for a soldier to stand on the Spade (the long metal piece on the back of the vehicle) and move with the crew.

Unlike enclosed vehicles, Field Weapons cannot switch seats, requiring the crew to exit the vehicle in order to change seats.

Armement

The 120-68 “Koronides” Field Gun has one main armament:

  • 120mm Light Artillery Cannon
    • Mounted on the chassis (30 degrés d'angle de tir)
    • Munition utilisée: 120mm
    • Portée: 100-250 mètres
    • Durée du rechargement: 3.5 secondes
    • Durée du tir: 3 secondes
    • Cadence de tir: 9.6 tirs par minute
    • Précision: rayon de 22.5m à portée minimale et jusqu'à 30m à portée max (effet du Vent non inclus)
    • Recharger immobilise le véhicule

Inventaire

It has a dedicated ammo slot that can hold one 120mm shell.

Mobilité

  • N'utilise pas de carburant
  • Vitesse: 2.17 m/s sur route, 1.30 m/s off-road
  • Doit être poussé par deux joueurs
  • Peut passer sur les Pontons sans les endommager
  • Ne peut pas traverser les Tranchées
  • Recharger l'armement immobilise le véhicule
  • Ne déclenche pas les Mines Antichars
  • Cannot move while deployed

Santé & Blindage

Le véhicule a 1000 points de vie et est endommagé sous 50% de santé. Il a une résistance "Light Armor" (blindé léger): il n'a pas peur des tirs d'armes légères ni du shrapnel, et les Lance-flammes ne lui font rien. Il ne s'en tire pas trop mal contre les mitrailleuses 12.7mm mais ne peut y survivre très longtemps. Les explosifs lourds et les armes antichars sont extrêmement dangereux.
Il faut 120 Matériaux Basiques pour le réparer complétement de 1% à 100% de santé avec un Marteau. Sa santé peuvent être réparés instantanément à un Garage pour 100 Matériaux Basiques.

Interactions

  • Can be towed by certain vehicles
    • Hitch and unhitch the towed vehicle via the Shift + E interaction menu (the two vehicles must be very close and you in between them).

Production

Structure Input(s) Output Temps
Garage 50 x Matériaux Raffinés RefinedMaterialsIcon.png  120-68 “Koronides” Field Gun FieldArtilleryColVehicleIcon.png 25 Hammer hits
Usine de Production de Masse 150 x Matériaux Raffinés RefinedMaterialsIcon.png Caisse de 3 x  120-68 “Koronides” Field Gun FieldArtilleryColVehicleIcon.png 00:41:40

Must be fully researched in the Vehicle IconFilterVehicle.png Tech Tree in order to be produced.

Storage & Transport

Le véhicule peut être stocké dans un Dépôt, Port ou Navire de Stockage.

Il peut être emballé en un petit Expédiable et transporté par un Véhicule d'expédition (Grue, Camion Plateau, Barge, Cargo, Navire de Stockage, Navire de débarquement, Wagon Plat, ou Grande Grue).
Il peut aussi être remorqué par certains Camions et Semi-Chenillés

Tactics

The 120-68 “Koronides” Field Gun doesn't operates like most Field Weapons due to it being an artillery piece, with it providing long-range support by hammering enemy positions and structures. Unlike its Warden counterpart, it has less range, and security, but makes up for this with mobility/flexibility. Its mobile nature makes it easier to change firing positions, especially for shifting frontlines, when enemy positions are destroyed and artillery needs to move up with them.

It's biggest weakness is the fact that it can be stolen by enemy soldiers, since it's classified as a vehicle and not an emplacement (which cannot be interacted by the enemy faction). As such, it is of great importance to place defenses around your artillery to avoid enemy infantry from attacking your position and potentially destroying or stealing them.

Although its mobile, it should follow standard artillery defensive precautions, and set up a defensive perimeter around it to protect it from enemy infantry, vehicles, or counter-artillery.

Chassis
All push guns, by their nature, are one of the most vulnerable vehicles in the game in terms of crew protection. They are exposed to the enemy, making them susceptible to all enemy fire. Due to push guns requiring both crew members to move them, the death of a single crew member could result in the push gun being lost. Due to this, it is recommended to only lock the gun when it looks like enemy infantry are going to overwhelm you and can steal it. This tactic is vital if a push gun is decrewed, as it allows a friendly soldier to quickly man it and drive it back to safety.

Since it needs to be deployed in order to be fired, it is essential that the crew sets up in a good defensive position. This firing position should be in a position where the Field Weapon can be used with maximum effectiveness, as well being able to be retrieved by friendly troops or vehicles (via towing).

Visibility Mechanics
Push guns have a visibility mechanic, which allows it to operate differently compared to regular vehicles. Similar to infantry, they are affected by vision, meaning their movements cannot be seen unless it is within your line of sight. Due to this, they can hide behind structures, or even bushes (depends on how big the bush is). It's also affected by the time of day, with nighttime making it possible for push guns to become invisible to the enemy if you're far enough from them. Keep in mind that if the enemy decides to illuminate your position, this will expose it until the flare dies out. The push gun's position will be exposed anyway if the crew decides to fire its main armament.

Galerie

Voir aussi

Liens Externes