Skip to content
Dust Front RTS Guide
Menu
Shelling of the territory as it appears in the Dust Front RTS demo, from the game files of build 23882143

Shelling of the territory

Confirmed Established — fromdocs/sources/demo/raw/AbilitiesRTS.AbilityConfig.json / ForcedFire, build 23882143

What it is

Shelling of the territory describes a conditional bombardment: “Forced shelling. Artillery will shell the selected area for approximately 10 seconds if there is a queued order.” Demo build 23882143 records a 1-second cooldown and range settings from 40 to 80. The linked component points to the carrier’s attack, so damage must be examined through the gun being used. A correction dated 4 September 2026 concerned that link, not a balance change. The ability should not be read as a separate weapon with identical damage on every carrier. Check the queue condition and the actual artillery before planning the shelling.

Where it comes from

Area illumination uses the duration wording “a long time”, whereas Shelling of the territory gives an approximate shelling duration and the condition “if there is a queued order”. Both descriptions are present in demo build 23882143. This contrast concerns wording, not an exhaustive ranking of every ability’s timing data. Artillery guidance has a different requirement involving Hold Position, so the orders are not interchangeable merely because both concern artillery. Read the queued-order condition separately from cooldown and weapon firing cycle; these describe different parts of the action.

How it is actually used

The carriers have different calculated firing cycles: Dreadnought 3.2 seconds, Scorpio 5.2, Howitzer “Molot” 6.2, Dreadnought “howitzer” 6.3, Plotestrel 9.2 and MLRS “Vortex” 14.15. Those figures do not establish the number of shells fired during an approximate shelling window: aiming, queued orders and the active weapon still matter. The source-link correction of 4 September 2026 allows comparison on each carrier’s page. Consider shelling a route the opponent needs, but treat area denial as a tactical possibility rather than a guaranteed kill or fixed volley count.

How to beat it

Trench and Bunker record an area coefficient of 0.6; Bunker costs 120 minerals. Neither fact proves that troops can safely wait out the shelling. The correction of 4 September 2026 identified the link to the carrier’s weapon, so identify the gun before judging blast effects and timing. Changing a route or delaying a crossing may avoid some fire, but the approximate duration in the description is not a guaranteed safe countdown. Observe whether the opponent continues firing and account for other weapons covering the same ground.

Values read from game files · version 23882143

← All abilities