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I especially agree with the melee mechanics being really odd. Being able to shoot through friendly troops into melee is really weird, unrealistic and often defeats the whole point and purpose of charging. Defeating a charging enemy by shooting two brigades worth of ball and canister shot through the backs of your defenders is the single most ridicilous and unrealistic thing in the otherwise very believable game.
It was absurd when I first realized that melee units can just get shot at from everyone. The funniest thing is to raise garbage rookie brigades with whatever weapon you have at hand, put cannon and elite brigades with your best rifles and use them as meat shields.
So many things seem to be downgrades from UG - Gettysburg. Its a shame really
-Unit pathing sometimes behaving oddly, like units crossing over each other when drawing up a defensive line instead of moving to the closest position.
-Strange gamey exploit where detaching skirmishers halts a charge.
-Routed brigades getting stuck in rivers.
Etc.
Something comes to mind with your number 5. If the AI were allowed to retreat from lost battles, they could readjust the low prisoner exchange and captures weapons mechanic to something more worthwhile and believable. Since it isn't a given that the player could massacre the entire enemy army. Usually by the time you start steamrolling, the enemy would still have an escape window.
I scratched my head many times at the magic firing into meleeing units. Or the absence of a clear indication what emplacement does. (there should a "take cover" button and the AI should use it automatically when over an emplacement and in defense)
I never use hold for the reasons above.
"Enemy forces still scale from the player's max army size. Enemy needs to scale based on the number of brigades the player is bringing instead.
This becomes troublesome when you built up several new corps for a previous major battle, then have a small scale minor battle right after."
I'm currently playing the second phase of battle of Chickamauga and while I'm otherwise doing just fine against the enemy, a randomly routing enemy skirmishers have now almost destroyed a fresh brigade of dragoons, a large battery of artillery and one bunch of routing infantry is about to capture Kelly's field...
edit. I mean seriously for fecks sake... The only thing I have had to worry about in this battle is enemy units running with ♥♥♥♥ in their britches towards my victory points. Now I have a full division of enemy infantry reatreating away from my front line towards my VPs.
The unitnutive quirks of cover also become very relevant especially on higher difficulties. There are several maps where the fortifications are just objectively inferior to the wooded area the enemy will be assaulting them from. Rapidly inflicting casualties on the enemy is another way to even odds stacked by the campaign, so in many battles it matters much less that your units have good cover than that the enemy *does not* have cover. On battles like Gaine's Mill my Union army did better defending uphill with their backs against the river (probably the opposite of what any historical strategist would reccomend) just because it denied the enemy that thin stretch of woods in front of my useless trenches.
Try fighting hand-to-hand somertime. In-game, it's portrayed around 1 minute or so, but remember that normal "game time" is 10x faster than Real time. Those short melees in-game last about 10 minutes of real life, and even mano a mano for 2-3 real minutes is exhausting and stressful, if one survives.
Why can't I downsize my brigades? No seriously why? I can increase their numbers, but not decrease them? What if I have captured a bunch of new napoleons, let's say 8 and I have a brigade of 16 already, why can't I tell 4 of my guns from that brigade to join the newly created 12 gun brigade to make 2 12 gun brigades for better distribution of firepower?
Oh and perhaps the most crucial one I almost nevet see commented: Fix the bloody timer of Shiloh(confederacy). It says up in the corner I have at least 1 hour and 20 minuts left in the phase so I think I can take my time, plan, aproach and flank the union ... 2 minutes later NOPE! phase magicaly advances. What hour? Oh your soldiers just sat there doing nothing.
And speaking of Shiloh ... can the union stop cheating? They are supposed to RETREAT to the Hornet's Nest. Not magicly teleport there. Retreat. As in I can chase after them. Not magicaly find they teleported a bunch of brigades into position with arty support. The AI already cheats massively with it's stats and numbers and retreating behind your lines for no reason, can it also not cheat with stoping time and teleportation? Taking the Hornet's Nest is a practical impossibility without insane casualties due to this mechanic, I've only managed it ONCE in about 10 battles and that was because the AI for some reason decided to come out of the Nest charging at me.
Talking about the AI cheating: if all of the above is not enough, they also have maphacks. As in they magicaly know when that unit of skirmishers behind fog of war and 2 pieces of dense woods was right clicked on their supply wagon. It's infuriating. They should not magicaly shove their supply wagon deep inside their infantry lines because they magicaly know that skirmisher unt was ordered to capture it. And no, the skimishers were not spoted. I checked. And sniper skirmishers should not skirmish anyway, they should sit and fire, they have snipers and extreme range.
The skirmisher units in general actualy need a giant rework. Their automatic skirmishing is just the worst thing in existance. How about this: they only retreat as far as their maximum range allows. Because at this point, it would be less micro to have them not skirmish and just sit there shooting until you manualy order them to run. Which is what they should be doing. Instead right now they sit there fire once then run so far away they are no longer in range and for some reason they do not try to aproach to fire again. It's such a chore to use them and it's not fun in the slightest way. Just give us a skirmish toggle.
And fix the damned target aquisition scripts. When I order a unit to attack a routing enemy it does not mean "fire once and then sit there and reload while the enemy runs away, rallies, has a picnic and nice relaxing snack, maybe a nap, then comes back and rapes you". It means fire and keep running after those ♥♥♥♥♥ reloading as you go. The sad thing is, even if they reload quickly, if the enemy has left their range, they will not chase after them to fire again after the reload. It's frustrating.