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slingers have a valueprojectileap which is randomly calculating armor penetration from 0-100% with in a 20% starting bias.
so if the stats are thrown (dice) and the armor is penetrated, then HP is deducted from the unit value. this results in e.g. pretorians dying even if they have a armour value of 150 bcouse the whole unit loses HP and the soldiers are just "switched" out on the map.
If you look at real life slingers from ancient times then the damage they could do is fairly accurate. They could hurl stones a bit smaller then a tennis ball, 190-250 meters. (and as up to 400 meters!) Alot of the stones were pointed, so they could penetrate flesh, kill horses, and break wooden shields. Ammunetion were made of rock, clay and lead. Slingers were a very deadly force in roman and greek warfare. (and other countries also)
But from a game perspective, yeah. they need to reduce the damage. They are too good. They have very good range, good damage, doesnt cost alot. but then again, If you charge any type of uinit into them, they shatter and flee almost instantly. But this is the main reason to why you must have cavalry in your army. while your front takes the blows, your cav sneaks in the back and takes them out.
For shields however, that should not be the case. Even if armor-piercing weapons can pierce shields, the energy will have gotten lost doing that so there won't be any damage they can do anymore.
So IMO armor-piercing should not be applied to the shield's armor value.
That does ofcourse make sense. The feeling I get is that it would be nice to have an even more clear distinction between high quality shields and low. Sure, these stones might be able to destroy a shield which are used by city levy infantry but as far as I know high quality Roman and Greek infantry for that matter used heavily reinforced shields.
And regarding the cav I should increase my armies from 2-4 units to maybe 4-6 even and then field 12-14 Hinf and 2 Seige(Giant Ballista). A vast majority of nations loves to field heavy ranged firepower while I prefer melee personally. But really, there's nothing better then seeing Praetorian Cav cut straight throught enemy ranks making them flee in a matter of seconds. =)
i think they need an addition ranged defence or shield stat that will give a chance to deflect ranged damage, similiar to how melee defence works. theres no such stat according to jack lusted.
The testodo is broken from what I've been told.
Historically speaking, slingers were quite deadly in this time period. They did not fire pebbles, but rather large, crafted projectiles larger then a softball. Remeber the longbow is another 1000+ years away.
http://www.reddit.com/r/totalwar/comments/1dh4z4/rome_2_update_via_jack_lusted_combat_changes/
When you read it you say "sounds good on paper" but then you notice the problems when playing. Like the gentleman above stated, each unit has an AP rating that does damage regardless so they are doing that much damage no matter what.
The best way to see this in action is to simply walk a high armor unit up to an enemy arrow tower (level 1 or 2 walled city) and just observe the results a good 2 or 3 times. You'll see it. It's all messed up, it's gamey; you may as well just put a health bar above their heads.
This is why you saw posts about people claiming slingers just melting praetorians while others were responding with "they don't do that much damage". What happened was basically the same thing you saw from the arrow tower. A unit was getting its health or something knocked down and at first no big deal... but then it reaches a threshold where they start to drop very, very quickly.
You'll start to learn that if you want to have a melee heavy force and find yourself up against an army of slingers, have 1 unit slightly ahead of your line as you charge soaking up all that slinger damage and then as soon as he starts to take casualties, run him away and don't use him for any further engagements as his "health" is now low and any further hits will result in many deaths.
It needs to go back to where heavily armored units had a chance to take no damage from some weapons or something along the lines of Xander's suggestion of a ranged defense. Sure there is a chance they will bypass the armor on a successful check but to give a 100% chance that it will deal x damage no matter what even if the unit has 150 armor is horrible and this is why testudo is basically useless. Like I said, you mine as well just put health bars above them because that's what appears to be happening with the AP always = x damage so -x health.
I know the old TW Rome had AP for axes and such and hey, that's cool I get that. But to give AP to every single unit in the game... you just as well save all the resource usage from stat comparisons and just say this unit does x damage vs. that units y health which isn't very TW like.
Because of the AP on every weapon now, the days of watching those rare occurances where a group of guys were putting up what seemed like a heroic defense despite being surrounded and "beating" the odds.. are over.