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{{Infobox world object
 
{{Infobox world object
|games =FO4, FO76
+
|games =FO4
 
|type =settlement
 
|type =settlement
 
|image =FO4 Artillery Piece.png
 
|image =FO4 Artillery Piece.png
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|used for =Artillery strikes
 
|used for =Artillery strikes
 
|baseid ={{ID|0018863a}}
 
|baseid ={{ID|0018863a}}
}}{{Games|FO4|FO76}}
+
}}{{Games|FO4}}
   
The '''artillery piece''' is a [[Fallout 4 settlements#Constructible items|constructible settlement item]] featured in ''[[Fallout 4]]'' and ''[[Fallout 76]]''.
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The '''artillery piece''' is a [[Fallout 4 settlement objects|constructible settlement object]] featured in ''[[Fallout 4]]''.
   
==''Fallout 4''==
+
==Characteristics==
The artillery piece is a mortar that consecutively fires up to five highly-damaging shells with a high level of precision and accuracy. Its ammunition is unlimited, and its maximum range is approximately a five sector radius, as viewed on the [[Pip-Boy 3000 Mark IV|Pip-Boy's]] world map. It becomes active only after a [[settler]] is assigned to operate it.
+
The artillery piece is a mortar that consecutively fires highly-damaging shells with a high level of precision and accuracy. Each piece of artillery will fire five shells, so building multiple mortars will increase the amount of shells fired from one settlement. Its ammunition is unlimited, and its maximum range is approximately a five sector radius, as viewed on the [[Pip-Boy 3000 Mark IV|Pip-Boy's]] world map. It becomes active only after a [[Settler (Fallout 4)|settler]] is assigned to operate it.
   
Artillery strikes are called down by throwing an [[artillery smoke grenade]] into a target area that is within range of active artillery. Fire mission progress may be monitored on [[Radio Freedom]].
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Artillery strikes are called down by throwing an [[artillery smoke grenade (Fallout 4)|artillery smoke grenade]] into a target area that is within range of active artillery. Fire mission progress may be monitored on [[Radio Freedom]].
   
 
If multiple settlements with active artillery are within range of a target, all of them may engage, significantly increasing the number of shells striking the target. After a strike, there is a delay of approximately three minutes before another strike can be initiated.
 
If multiple settlements with active artillery are within range of a target, all of them may engage, significantly increasing the number of shells striking the target. After a strike, there is a delay of approximately three minutes before another strike can be initiated.
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|material3 =[[Oil (Fallout 4)|Oil]]
 
|material3 =[[Oil (Fallout 4)|Oil]]
 
|material#3 =4
 
|material#3 =4
|material4 =[[Screw (Fallout 4)|screws]]
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|material4 =[[Screw (Fallout 4)|Screws]]
 
|material#4 =4
 
|material#4 =4
|material5 =[[Spring (Fallout 4)|springs]]
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|material5 =[[Spring (Fallout 4)|Springs]]
 
|material#5 =5
 
|material#5 =5
 
|material6 =[[Steel (Fallout 4)|Steel]]
 
|material6 =[[Steel (Fallout 4)|Steel]]
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}}
 
}}
   
===Notes===
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==Notes==
* To maximize artillery coverage of [[the Commonwealth]], it is wise to place one at each allied [[settlement]].
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* To maximize artillery coverage of [[the Commonwealth]], they can be placed at each allied [[Fallout 4 settlements|settlement]].
 
* 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.
 
* 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.
* When calling artillery in the city, the rounds may simply hit a building instead of the designated area.
+
* When calling artillery in the city, the rounds may simply hit a building instead of the designated area. Likewise, attempting to shell a deep area such as [[Thicket Excavations]] will see the shells hitting the quarry walls or impacting the hills before them, with few rounds making it into the target 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).
+
* 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.
 
* 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.
 
* 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]] and in [[Nuka-World (location)|Nuka-World]], nor do the Minutemen have any sort of jurisdiction there. This renders [[artillery smoke grenade]]s useless in those regions.
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* Artillery pieces cannot be built on [[the Island]] and in [[Nuka-World (location)|Nuka-World]], nor do the Minutemen have any sort of jurisdiction there. This renders [[artillery smoke grenade (Fallout 4)|artillery smoke grenade]]s useless in those regions.
 
* [[Danse|Paladin Danse]] dislikes it when the [[Sole Survivor]] builds artillery.
 
* [[Danse|Paladin Danse]] dislikes it when the [[Sole Survivor]] builds artillery.
* Raiders from Nuka-World will not man the mortar, but will still give the 6 additional points to Defense and show the resource as assigned. The artillery piece will not be usable at a raider outpost.
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* Raiders from Nuka-World will not fire the mortar, but will still give the six additional points to defense and show the resource as assigned.
   
===Behind the scenes===
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==Behind the scenes==
* Originally, there were two artillery pieces. The laser cannon, which can be seen in the [[#Gallery|concept art]], never made it into the game.
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Originally, there were two artillery pieces. The laser cannon, which can be seen in the [[#Gallery|concept art]], never made it into the game.
   
===Bugs===
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==Bugs==
* {{Platforms|ps4}} Sometimes when calling in a strike, the sound of the mortar coming in can be heard, but no explosion will follow. {{Verify|verified}}
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* {{Platforms|ps4,xboxone}} Sometimes when calling in a strike, the sound of the mortar coming in can be heard, but no explosion will follow.{{Verify|verified}}
* {{Platforms|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 consecutively, 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.
+
* {{Platforms|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 consecutively, 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.{{Verify|verified}}
* {{Platforms|pc}} After a fire mission request, it can happen that only 1 or 2 rounds arrive at the target area. Sometimes nothing hit the target area.
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* {{Platforms|pc}} After a fire mission request, it can happen that only 1 or 2 rounds arrive at the target area. Sometimes nothing hits the target area.{{Verify|verified}}
* {{Platforms|pc}} Stealth Boys don't protect the player character from being detected by the enemy if an artillery round hits an enemy. You get detected instantly.
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* {{Platforms|pc}} Stealth Boys don't protect the player character from being detected by the enemy if an artillery round hits an enemy. The player character gets detected instantly.{{Verify|verified}}
   
===See also===
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==See also==
 
* [[The Castle]]
 
* [[The Castle]]
 
* [[Commonwealth Minutemen]]
 
* [[Commonwealth Minutemen]]
 
==''Fallout 76''==
 
{{Section|FO76}}
 
   
 
==Gallery==
 
==Gallery==
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Artillery piece.png|[[Minuteman]] operating the artillery piece
 
Artillery piece.png|[[Minuteman]] operating the artillery piece
 
</gallery>
 
</gallery>
 
==References==
 
{{References}}
 
   
 
[[Category:Fallout 4 settlement objects]]
 
[[Category:Fallout 4 settlement objects]]

Revision as of 17:17, 11 August 2020

 
Gametitle-FO4
Gametitle-FO4

The artillery piece is a constructible settlement object featured in Fallout 4.

Characteristics

The artillery piece is a mortar that consecutively fires highly-damaging shells with a high level of precision and accuracy. Each piece of artillery will fire five shells, so building multiple mortars will increase the amount of shells fired from one settlement. Its ammunition is unlimited, and its maximum range is approximately a five sector radius, as viewed on the Pip-Boy's world map. It becomes active only after a settler is assigned to operate it.

Artillery strikes are called down by throwing an artillery smoke grenade into a target area that is within range of active artillery. Fire mission progress may be monitored on Radio Freedom.

If multiple settlements with active artillery are within range of a target, all of them may engage, significantly increasing the number of shells striking the target. After a strike, there is a delay of approximately three minutes before another strike can be initiated.

Crafting

The artillery piece can be built after recovering the artillery schematic.

Materials:Requirements:Produces:
Gears (6)
Oil (4)
Screws (4)
Steel (16)
Wood (4)
Range
Level
Artillery piece (1)

Notes

  • To maximize artillery coverage of the Commonwealth, they can be placed at each allied settlement.
  • 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.
  • When calling artillery in the city, the rounds may simply hit a building instead of the designated area. Likewise, attempting to shell a deep area such as Thicket Excavations will see the shells hitting the quarry walls or impacting the hills before them, with few rounds making it into the target 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 and in Nuka-World, nor do the Minutemen have any sort of jurisdiction there. This renders artillery smoke grenades useless in those regions.
  • Paladin Danse dislikes it when the Sole Survivor builds artillery.
  • Raiders from Nuka-World will not fire the mortar, but will still give the six additional points to defense and show the resource as assigned.

Behind the scenes

Originally, there were two artillery pieces. The laser cannon, which can be seen in the concept art, never made it into the game.

Bugs

  • Playstation 4Playstation 4 Xbox OneXbox One Sometimes when calling in a strike, the sound of the mortar coming in can be heard, but no explosion will follow.[verified]
  • PCPC 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 consecutively, 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.[verified]
  • PCPC After a fire mission request, it can happen that only 1 or 2 rounds arrive at the target area. Sometimes nothing hits the target area.[verified]
  • PCPC Stealth Boys don't protect the player character from being detected by the enemy if an artillery round hits an enemy. The player character gets detected instantly.[verified]

See also

Gallery