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The build-only-once thing, while kinda makes sense... I just dont like. Maybe its different for multiplayer players, but the new interactions that had been an option (holding off, using towers to pummel / peck at enemies, getting them back up to save the day just in time, etc) was something I quite enjoyed
What they needed to change was the idea of "equality" for siege maps. Not every map NEEDS 6 different ways to get in or to defend. Some places should be harder with choke-points that make sense per each settlement, instead of this general "they all need fair, equal ways in" that even make no sense...
AND we need a few more, at least, different settlement types for factions. Not the exact same settlement look and points for say, Skaven...
The limitations seem to be a much better compromise, as opposed to removing them entirely. Were they over-nerfed? Maybe. But the unlimited, spammable towers with huge range were absolutely stupid, and some of the most common mods were the ones that got rid of them in siege battles.
Most of a settlement's defensive structures should be built into the walls and fortifications themselves, so to me it makes sense that these constructed towers should be vastly inferior.
Correct, they were not in 2, because 2 and 1s city battles were essentially placeholders. 3 sold itself fairly heavily on the siege rework, only for the subsequent patches to all but remove it almost to the point of retroactively making it false advertising.
We already have 75% of all the siege battles ripped out of the game right now with the removal of minor settlements, now the ones that remain have no real defenses AND no garrisons.
this aint it chef, i didnt buy 3 to have even worse sieges than 2s placeholders. Removing the rebuild spam was smart, but the towers need restored to having a point.
The first and 2nd game not having these mechanics doesn't support or nullify anything in terms of "well now the 3rd game suddenly has them".
Sieges in the first games were basic with no in depth mechanics. You coulnd't hold a city or fight through the streets or, you know, prepare the city while under siege... (i.e building defenses- even if not great ones. Thats what defenders do when under a siege, they work on stuff to aid in the battle... From towers to barricades to pitfall traps of stakes or trenches and so forth).
Outright removal of these mechanics, which I know many seem to support, is really not a cool idea. The compromise, yes, is nerfing things and tweaking how it all works. I think my point, and OP's, was that the nerfs were too harsh. Well, that, and that the stuff siege mechanics would really benefit from imho is stuff they didnt address.
I feel as if many people are too focused on whats bothering them, rather than what COULD come from the mechanics in place and structure we have. Sieges have potential to be a truly epic type of battle rather than field moshpits or "ladders, walls, gate, done!" like in the previous games siege battles. But instead of people seeing what we could get, all I see is people going "siege mechanics in 3 are disgusting, remove it all!"... Argh...
Seriously, outright removing all the stuff for sieges (did they really remove the unwalled defense settlements?!? Ughh...) is what is truly stupid. Asking for content, while maybe not polished or refined enough, to be removed?! Like, what the...
Totally agree on the problems of people focusing on the negative, which combined with people unwilling to accept compromise leads to a lot of whining. most of the time when you hear someone say "CA doesn't listen to the fans" what they mean is "CA didn't do exclusively what I want"
For me I think the right ratio would be
Tier 1 and Tier 2 with no garrison - field battle
Tier 3 and Tier 2 with garrison - un-walled settlement
Tier 3 with tier 3 garrison - walled settlement battle
that way you don't have to deal with settlement battle mechanics early in the campaign and by late game your army will be strong enough for it not to matter
That range boost would still leave them FAR shorter range than before the patch, but long enough range to be a significant force on the battle (at least until some bats or harpies tear it down.)