Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
?
There is a user workaround though...so good news! XD
The workaround is to layer two or more pike units on top of each other.
So instead of having a single pike unit 6 ranks deep, for example, you put two pike units at 3 ranks deep, on top of each other. So the units look like this when viewed from above:
X = First pike unit man
P = Second pike unit man
XXXXXXXXXXXXXXXX
PPPPPPPPPPPPPPPP
XXXXXXXXXXXXXXXX
PPPPPPPPPPPPPPPP
XXXXXXXXXXXXXXXX
PPPPPPPPPPPPPPPP
Then you do all the other stuff: Guard mode, pikewall formation, etc.
When you use the workaround, the pikes are simply too dense for enemies to push into, and the result is that they die at a distance instead of triggering the pike men to draw swords.
Another reason that this workaround works, is that the game engine only has the first 3 ranks of pike fight, while the other ranks to their rear remain idle. So when you stretch two pike units to 3 ranks and later them atop one another, you have a single formation where all 6 ranks use their pikes, whereas if you took each unit separately and put them in 6 ranks, 3 of those ranks would be idle and do nothing to the enemy...except break ranks and draw swords :P
The workaround also allows pikes to be more offensive, in that if you turn off Guard mode and pikewall, and give an attack order to the second pike unit, they will push forward, jabbing with their leveled pikes, whilst the first pike unit continues to cover them.
So using the workaround, not only can you create impenetrable pikewalls, but you can attack with pikes and literally roll over enemy units.
The downside to the workaround of course, is it takes much more micro management. Defending gateways, streets, and other chokepoints is easy, however. But to use pikes offensively in a field battle, using the layering technique, takes some finesse and practice.
It works great though, and you can dominate even other players in MP with it when you're used to it. Even the best foot nobles with upgrades will just die on the pike heads of even Militia Pikes. This frees a ton of money then to spend on missiles and the best cav.
So without the workaround pikes suck; with the workaround, a pike based build is the most OP one you can use in MP (save arguably a horse archer based one), especially when combined with gun units.
It's a very, very old broken aspect of the game, known to the players since 2006.
CA may have deliberately never fixed it because when you use the workaround to make the pikes work, it is arguably broken the other way, ie. pikes become so op there is literally nothing can stop them, save being shot down by tons of missiles.
This is one of the big reasons I always smile when people lionize Med 2 as the best TW, especially when asserting other releases like ToB are broken.
The fact is, a huge part of the Med 2 unit system is simply broken because of these unaddressed bugs. It makes many units, and even entire factional rosters, basically pointless, because upgrading to later type units is an actual downgrade.
Units that should form cores are instead dangerous and cost ineffective to use.
https://www.youtube.com/watch?v=J5NxBzWKdmY
https://m.youtube.com/watch?v=ZadEhrSi_J8
PS: I also laugh when people laud Med 2 for having, "the best unit balance of all the TW titles."
The fact is, the unit balance is non existent. Certain units, and certain factions that have those units, will completely dominate other factions because they simply can't compete in the matchups.
The mercenary system is part of the imbalance too. If you recruit a bunch of Flemish Pikemen and Mercenary Crossbowmen, you can essentially have a 'pike and shot' build early game with any of the European factions, and if you use the pike workaround, you'll just roll over everything. Mongols? Who cares...campaign won by turn 60. If Mongols do show up, just hold with the pikes.
The main reason they underperform is because of their secondary weapon to which they switch to when engaged in melee.
Most mods remove the secondary weapon from pikes making them one of, if not, the strongest unit on the battlefield.
If it was intended that the pike hedge turns into swordsmen the minute the first rank contacts the enemy, that makes no sense.
Even if it was granted for sake of argument that it made sense for the first rank or two to draw swords, it makes no sense for the entire formation to draw swords at contact.
So who gives a ♥♥♥♥ if it is "working as intended"?
The bottom line, is it makes no sense, intended or not. By default, it's counter intuitve and befuddling, as threads like this show. So at best it's poor implementation and balance, at worst it's just simply a bug that was never fixed.
https://m.youtube.com/watch?v=s5qRGkUbjhA
https://m.youtube.com/watch?v=BQ5cjhCPjP8
No need for downloading mods or changing lines of text yourself; just use the layering technique.