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Otherwise, create chokepoints where foes will be forced to pack together, meaning you can shoot at someone behind and ensure it hits another enemy if ever "friendly fire" procs.
Blobs of enemies are great because chances are your projectiles will always find something juicy to land on.
You can also push foes before firing, shield bash > shield wall = enemy gets shot at and has to come back at you with a single attack at most.
If chokepoints aren't possible, have your ranged mercs maneuver around, with the help of pathfinder.
I also have suffered many losses to my troupes, often by miscalculation, quite a few time very unfairly (like getting my heaviest warrior losing half health and crippled in a shot) but overall it averages as it should.
Reality is more important than whether it is "too easy." I'm fully aware of the reality of movement, but a line of spears (or more preferably - pikes or halberds) keeps enemy at bay and enables ease of firing missiles at your opponent, even in a constantly moving fight. You're confusing rugby with war - there's no "scrum" when you face the head of a spear or pike or halberd! You either are risking your life rushing into that pointy mess, or you hesitate and back off, sometimes with the thud of a halberd's axe or spike landing right on top of your head. All the while, Crossbowmen are sitting in the middle of that pike square and firing effectively and accurately at foes outside of it, albeit slow rates of fire.
I'd rather see this type of "reality" applied in the game, than "gamesmanship" of numbers that aren't realistic and true to form for battles involving weapons that create space and enable accurate missile fire, rather than this overblown friendly fire rate we have in the current game.
The game is low-fantasy, and I enjoy that. I don't enjoy the "low reality" rates presented with the current mix of ranged warfare, however.
Pike distance of push is 1+ square which incidentely is also the closest firing distance where you can avoid friendly fire.
If you want to talk about the effects of a line of spear then use it properly.
Otherwise if you shoot at an enemy located in a tile adjacent to one of your units, you're ordering to shoot volleys of bolts against moving targets engaged in close combat 50cm behind friendlies who happen to also be moving themselves.
There's a huge difference between a realistic setting (believable) and realistic gameplay (simulation).
On top of that you're not telling us what's you crossbowman's ranged stat before commenting on FF occurrences for one, and second, even if they were to reduce FF from say 30% to 10% you're still bound to shoot your allies 10 times in a row.
Because you're trying your luck which is a/ not something you'd be doing when allies lives are at the pointy end of the dice, b/ not how you should take on games featuring RNG to hit chance.
1. Crossbows vs bows. Crossbows are more point-fire accurate. Again, Crossbows were the "sniper" weapons of their day, but you have to understand, that this type of single-target fire was very very close range, just at the tip of the spear, literally. An enemy/opponent was expected to be right next to your spear/pikemen! (and engaged with a Crossbow!)
2. Spearmen should cause a factor of friendly fire chance reduction, because they create MORE space than other weapons (except Pikes, which should have a greater space/friendly fire reduction factor) -- even if the opponent is in the next tile over!
Look, you can argue all you want about game mechanics, but I am offering game mechanic solutions to at least compromise to make this out-of-hand friendly fire come back to reality.
The Lore is way off as result, also. Here's a specific example in another test game: the starting Battle Brother with Ranged/Crossbow, in the text it says that "____ is one of the more talented Marksmen you've encountered..." or such - yet in the very first fight of the game he hits a fellow Battle Brother twice for lack of aim. Regardless the one-space tile difference, regardless that there is a later Perk to reduce Friendly Fire, the fact is that the starting Friendly Fire chances are way, way out of hand (and way too high).
This is a Game Balance issue, take it or leave it.
EDIT: and as reminder, as I stated in the Original Post, that Elevation is not currently factoring, that I can tell, to reduce Friendly Fire rates either, and yet it should due to better angles of fire. In war, the High Ground matters, more than just being able to see/range things, it's about Angle of Fire also for those in the know...
This completely subjective and has nothing to do with actual "balance issue take it or leave it", you've been offered enough to understand, if you don't it's on you.
Just don't try to pass some highly biased opinion as a fact.
Stop shooting at targets standing right next to your friendlies unless panick button, it's that simple. Push, maneuver.
The spear/pike space you're pointlessly arguing about is in game in the form of push and retaliate>push, there's a reason why adjacent tiles targets can be hit with daggers. And frankly that's not even relevant, the reality vs game design is a semantic trap, you're pointlessly trying to talk about realism because you fail to process a simple mechanic.
And we have yet to know what's your crossbow users stats, which is kinda crucial, somehow.
edit - to make myself clearer, talk numbers, this realism debate is leading nowhere.
What's your FF rate estimation, do you realise it's not a fixed %
What's your unit's ranged attack stat
What's your to hit chance at the moment
Does your unit have bullseye
Are you trying to shoot straight through friendlies, and how many friendly vs foes are adjacent to the target
What makes you say elevation doesn't help (since it increases to hit chance)
etc
At the moment your argument is like saying total war spearmen should be safe from your archers shooting at their attackers because spears create distance.
Your constant repetition of crossbows being "the snipers of their days" doesn't make it more true. It's simply easier to train crossbowmen than archers, but a good archer can aim just as good as a crossbow user. I'd be interested in knowing where you got the sniper thing from.
Use special perks and the right weapons to increase the chances of success and on the other hand have an eye on the distance to minimize the risk. The Spike Impaler is a very good weapon for crossbowmen's because the weapon is stronger, looks good and throws the enemy back a field.
Archer and crossbow are both good, depends on the player tactics. Eagle Eye is a good trait for archers and with the right perks you can shoot far enough with thick helmet.