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I already, re-suggested what we had discussed in the forum about wardogs:
Being able to cross their hex like we do with our mercs.
Sharing their line of sight.
Both seem to have been forgotten, or burried in our long tchats ;)
Not throwing weapons only but general ranged weapons.
Please change this to DEV high priority.Please.
Because the goblins is so notorious for their unlimited poison arrows.
(Wow !! They are coming,I gotta run !!)
I tend to kill all range units first, so i don't really know if an archer can shot more than 10 times :(
Also, assume dedicated archers have 2-3 stacks of more arrows in their backpack and Goblins with the quick hands perk can just change them with no action costs. So even if me made ammo limited and gave them additional quivers not much would change.
However, if the ammo was limited it would be of course better for the realism but we will have to see when and if we get around to work on this.
It would make a difference in my current game, had no idea they had unlimited ammo, turtled up to avoid zerging across swamp with my ambushed group half injured, now i find out turn 21 they are still firing every turn...
FIX
Ta-da, that isn't infinite and still preferable. It isn't really an argument in the first place. Why not just give player-controlled units infinite ammo as well, then?
In conclusion, it is better for the gameplay experience, and quick fixes a balance issue with ranged enemies that the AI has infinite ammo. This requiring the player to take the initiative to advance upon the enemy (unless you as the player hold the ranged advantage, in which if you really wanted to make the enemy archers less effective, you should just have your troops carry crossbows + ammo, and switch to melee a round or two before they reach you).
How about putting something like: "Enemies have infinite ammo, so do not expect them to ever run out of arrows or bolts" in the loading screen tips? It is what it is, what's the point of dancing around it.
It would be the player's choice to turtle and wait for them to run out of ammo.
It's not like the game would be force on you a 30 turns long battle of turtling. So no "poor gameplay experience" there. It's an option.
And a very valid option in some scenarios, like mass goblins in bad terrain, or in a lone wolf company where you can't have several dedicated archers to counter enemy ranged fire.