Total War: SHOGUN 2

Total War: SHOGUN 2

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Profilowy Oct 4, 2018 @ 10:41am
Why is matchlock ashigaru so stupid, blind and suck in everything? And not only them...
I played the Rise of The Samurai, I played the Fall of The Samurai. But no unit has ever been that stupid as musket units in regular Shogun 2. They just stay there and stare at enemy's units. They don't shoot, they don't prepare for attack with swords. THEY STAY IN ONE F*****G PLACE TO ANNOY ME!

The question is why? Is it me doing something wrong, or the developer just thought that it would be cool to die this way. Why are those units not doing anything?

In case of infantry attack, they wait untill they come for about 30 meters, even thought they can shoot for 100 meters. And if it is fire by ranks, they hurry to shoot 2 times at max.

Please help, I'm very easy to annoy, and this annoys me as nothing else last times.
Originally posted by Tricosis:
Originally posted by mord92:
I am sure. They are the only unit in the battlefield. If cavalry charges, they just stare and do absolutely N O T H I N G. If it is the infantry charge, they are able to shoot once.

And yes, I have been using fire by ranks. I will try to disable it and check how it works then.

Would you be so kind, to tell me what kind of mods are you using? And thank you very much for the anwer.
Remember that you will have to check your mods in a particular order in order for it to work properly. If you check them at random, some parts of the mods might not work correctly.

The first mod you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=848423291

This will give your matchlock far more devastating firepower.

The second you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=1080012828

This modify a lot of things from their range to their accuracy. It also changes their reload animation making them fire quicker.

The last mod you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=285212680

Kneel fire is by far my favourite matchlock abillity. It surpasses fire by rank in every possible way. Remember that when this is active, you're unable to move the unit until you toggle it off. When its active, they will absoulutely obliderate any incoming enemies within their range. Its like a yari wall, only for matchlocks. You should also note that when this abillity is active, only the first two rows are going to fire, so you'll have to stretch them out fairly thin in order for it to be most effective. Don't worry if you don't manage to get all units into the second row, they will still have a far more devastating fire than if they all were to fire together.

The absoulute last is optional, and might depend on your taste. If you believe matchlocks should have a larger range than bows, then this is for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=1249142640

Remember that if you download this, you'll have to check it before all other previously mentioned mods for it to work. Well, atlest before Ninjas matchlock rework mod.

This makes matchlock far more devastating than bows. I find it both realistic and balanced since matchlock has a few disadvantages still that bow doesnt. For one, it can't give support fire from behind your troops, and for the second it can't fire above obstacles, meaning you'll need a flat area or a hill in order to use them. They were also one of the main weapons used at the time, so having them suck seems rather out of place. Hope this helps you!
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Showing 1-13 of 13 comments
Tricosis Oct 4, 2018 @ 10:46am 
Are you sure there aren't any obstacles in the way? If the enemies are behind a slight hill or your matchlocks don't have a clear view, they won't fire. It can also be the fact that you are using fire by rank. If you're doing this, stop it already. Its horribly broken and should never be used in any situation. Also try to spread your matchlocks out to as thin of a line as you can get. This will allow more of them to fire at once. I hate how matchlocks are in the original game, so I am using mods that buff them up quite a bit to be more realistic. Those often change their reload animations making them react and fire quicker than the standard version. Just tell me if you are interessted.
Last edited by Tricosis; Oct 4, 2018 @ 10:47am
Profilowy Oct 4, 2018 @ 10:52am 
I am sure. They are the only unit in the battlefield. If cavalry charges, they just stare and do absolutely N O T H I N G. If it is the infantry charge, they are able to shoot once.

And yes, I have been using fire by ranks. I will try to disable it and check how it works then.

Would you be so kind, to tell me what kind of mods are you using? And thank you very much for the anwer.
Björn Oct 4, 2018 @ 11:09am 
in sieges(defence) my guys get 300+ kills so maybe you need to use them better. They also only have 10 reload skill so that is why they fire so slow. i only use them in sieges where i can put them high and mellee units low to stop the enemy

Also use the guard mode so that they keep firing even after being charged. Only the units in mellee will stop firing then.

big plus of these units are that they do not care about armour. So 1 salvo on a general or hero unit is goodbey general or hero unit
Last edited by Björn; Oct 4, 2018 @ 11:11am
The author of this thread has indicated that this post answers the original topic.
Tricosis Oct 4, 2018 @ 11:11am 
Originally posted by mord92:
I am sure. They are the only unit in the battlefield. If cavalry charges, they just stare and do absolutely N O T H I N G. If it is the infantry charge, they are able to shoot once.

And yes, I have been using fire by ranks. I will try to disable it and check how it works then.

Would you be so kind, to tell me what kind of mods are you using? And thank you very much for the anwer.
Remember that you will have to check your mods in a particular order in order for it to work properly. If you check them at random, some parts of the mods might not work correctly.

The first mod you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=848423291

This will give your matchlock far more devastating firepower.

The second you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=1080012828

This modify a lot of things from their range to their accuracy. It also changes their reload animation making them fire quicker.

The last mod you'd want to have is:
https://steamcommunity.com/sharedfiles/filedetails/?id=285212680

Kneel fire is by far my favourite matchlock abillity. It surpasses fire by rank in every possible way. Remember that when this is active, you're unable to move the unit until you toggle it off. When its active, they will absoulutely obliderate any incoming enemies within their range. Its like a yari wall, only for matchlocks. You should also note that when this abillity is active, only the first two rows are going to fire, so you'll have to stretch them out fairly thin in order for it to be most effective. Don't worry if you don't manage to get all units into the second row, they will still have a far more devastating fire than if they all were to fire together.

The absoulute last is optional, and might depend on your taste. If you believe matchlocks should have a larger range than bows, then this is for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=1249142640

Remember that if you download this, you'll have to check it before all other previously mentioned mods for it to work. Well, atlest before Ninjas matchlock rework mod.

This makes matchlock far more devastating than bows. I find it both realistic and balanced since matchlock has a few disadvantages still that bow doesnt. For one, it can't give support fire from behind your troops, and for the second it can't fire above obstacles, meaning you'll need a flat area or a hill in order to use them. They were also one of the main weapons used at the time, so having them suck seems rather out of place. Hope this helps you!
Profilowy Oct 4, 2018 @ 11:28am 
Thank you very much. Is this going to be compatible with Otomo DLC?
Tricosis Oct 4, 2018 @ 11:41am 
Originally posted by mord92:
Thank you very much. Is this going to be compatible with Otomo DLC?
Yep! Do they feel proper now? Are everything working correctly?
Last edited by Tricosis; Oct 4, 2018 @ 11:45am
THEDOSSBOSS Oct 4, 2018 @ 11:54am 
Originally posted by Ryuu:
in sieges(defence) my guys get 300+ kills so maybe you need to use them better. They also only have 10 reload skill so that is why they fire so slow. i only use them in sieges where i can put them high and mellee units low to stop the enemy

Also use the guard mode so that they keep firing even after being charged. Only the units in mellee will stop firing then.

big plus of these units are that they do not care about armour. So 1 salvo on a general or hero unit is goodbey general or hero unit
Yeah. Matchlocks are extremely helpful, especially in the late game on harder difficulties where you need something that has such killing power
Profilowy Oct 4, 2018 @ 11:54am 
Not installed yet. But thank you. I'll let you know tommorow.
Profilowy Oct 4, 2018 @ 12:05pm 
Ok, I see that something is wrong. As Ottomo I can' recruit matchlock units with those mods on.

@Edit
My mistake, technology is needed now. For the first sight I can say that everything is ok. WIll let know if anything goes wrong. Thank you very much again.
Last edited by Profilowy; Oct 4, 2018 @ 12:06pm
Profilowy Oct 4, 2018 @ 1:00pm 
Only one bug. Archers while shooting give gunshot sound. How to fix that?
insolent1 Oct 4, 2018 @ 1:45pm 
Make sure to check their line of sight as slight inclines or drops can block their field of fire(sadly its very common in battlemaps).
They work really well from elevation.
One of the main problems for matchlocks is the speed of units, which dosen't give much chance to get off more than one volley before they get charged.
There is a movement speed mod, that reduces all units movement speed by 20% or 30% and it really improves matchlocks and looks much better.
I find friendly fire to be very very low so consider putting a Yari ashigaru in front of them on loose formation, most of them will constinue to fire(some will be blocked) and it works reasonably well.
Put all matchlocks on guard mod so when they get charged, the ones not in melee will continue to fire and they will also maintain their formation, guard mode is very effective especially with the Otomo Tercos.
Otomo can recruit imported matchlocks right from the game start as they start with the nanban port, the special otomo matchlock ashigaru(cheaper upkeep and quicker reload) require a powder maker and the tech.
Last edited by insolent1; Oct 4, 2018 @ 1:49pm
Wait, someone suggested a mod. In this point in history even Euroepans haven't figured out how to fire more than one rank at a time.
Tricosis Oct 5, 2018 @ 7:54am 
Originally posted by mord92:
Only one bug. Archers while shooting give gunshot sound. How to fix that?
Thats a common bug experienced with most mods. To me it just went away automatically and I haven't experienced it after houndreds of mods later, but if you're impasionate, you can try this:
https://steamcommunity.com/sharedfiles/filedetails/?id=841895462
Load it first.
Last edited by Tricosis; Oct 5, 2018 @ 7:54am
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Date Posted: Oct 4, 2018 @ 10:41am
Posts: 13