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Thread: Fix the "Fix"

  1. #1

    Default Fix the "Fix"

    I would like to start off by apologizing to the devs for my fellow players that are too ignorant and butt hurt to actually give ideas instead of crying over their skinned knees.

    I see this update as a quick fix to a problem caused by faulty mechanics. You cant use a quick fix to solve a problem like this.

    To say archers and any ranged unit continues to advance is just retarded. Fact is if you have the units to siege with you stay at a distance and bring down their defenses.

    My suggestion is a complete overhaul of battle dynamics. And I will provide my ideas just so you that are too ignorant to do anything else can flame at.

    Losing a round of attack of 90k archers to 1 warrior or soldier is just plain silly… I mean wow you really killed that guy!
    If 200 warrior and 200 soldier backed with 10k archer vs 30k archer the defender should only use as many troops as is needed to deal with what is attacking…
    Of the 30k defending 500 is allocated for warrior and 500 for soldier leaving 29k to volley at the opposing archers instead of the 30k archers losing 2 turns while getting nailed by the 10k archers.


    First of all once on the battle field the units need to march in order. Not just who is faster… I mean really just because the unit is faster doesn’t mean it rushes ahead first. What idiot ever went into a battle leading all of their cavs? (Im sure there is one somewhere in history)

    Suggested marching order:

    Worker – Warrior – Battering Ram - Soldier – Pikeman – Cavalry – Cataphract – Archer - Balista – Catapult

    --Archer Balista and Catapult should in no way move forward unless it is not in range to hit something.

    --- Marching order can be a static given by the devs or you can give us the ability to decide what dies first… better yet give us the ability to decide who leads and if say all the Workers Warriors and Soldiers engage at the same time instead of separate waves.

    Changes to units themselves. Chance to hit and bypass.
    (Once a unit passes through that line if it is able to bypass it moves to something it doesn’t bypass and cannot be hit by what it left behind)

    Workers, Warriors, Soldiers –
    100% chance to hit all units except Cavalry and Cataphract
    25% chance to hit Cavalry and Cataphract
    Bypass – Nothing

    Archers –
    100% chance to hit all except Cavalry and Cataphract
    40% chance to hit Cataphract
    30% chance to hit Cavalry

    Pikeman –
    100% chance to hit everything
    Bypass – Nothing

    Cavalry –
    100% chance to hit everything
    Bypass – Workers, Warriors, Soldiers

    Cataphract –
    100% Chance to hit everything
    Bypass – Nothing

    Balista –
    100% chance to hit everything
    Bypass – Nothing

    Catapults –
    (imo should target wall defences)
    100% chance to hit everything
    Bypass – Nothing

    Battering Ram –
    Bypass – Everything
    (should go straight for walls and towers)

    (Transports and Scouts were not included due to well the fact that they don’t actually fight)

    As far as units vs defensive units goes I wont get into that unless requested my only thought to share for now is…

    Rocks and Logs hitting ranged units…. Really?
    Congrats! You won a gold in the Special Olympics!

  2. #2

    Default

    I like it but the cavalry area needs a boost. To be more useful. Instead of JUST dieing.

  3. #3

    Default

    yes indeed :/

  4. #4
    Join Date
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    Default

    The battle mechanics do need a lot of attention. You can bet this is in the works.

    However, the "fix" is in. Players will adapt.

  5. #5

    Default

    The current fix moves from a game flaw to completely over powering units and extending their use where they should have none.

    Also the cavalry would be bypassing all except Pikeman and going for ranged units right from the start. You also have to work in a dmg vs distance. Face it ballista and catapult have no real effectiveness inches from an enemy unit.
    Congrats! You won a gold in the Special Olympics!

  6. #6
    Join Date
    May 2009
    Location
    Here. We call this place Ohio
    Posts
    2,104

    Default

    Fortifications now work, whereas, they did not before.

    Please read the description for Rockfall, That should clarify things for ya.

  7. #7

    Default

    Quote Originally Posted by hopper View Post
    I like it but the cavalry area needs a boost. To be more useful. Instead of JUST dieing.
    Cavalry rely on speed. The current mechanics actually allow a Cavalry to reach an Archer in time to avoid the death blow.

    Where it falls apart is, you can't make Cavalry 1 to 1 for archer and they are precident troops on the Archers kill list. The precident order makes them essentially a meat shield if you don't have a 1 to 1 ratio. Because everyone uses Archer, the Cavalry unit was made obselete in the game before it was ever produced.

  8. #8

    Default

    Make a different troop unit. Horse cav. The devs should be aware that horse cav are useful and effective seeing as how the Mongols stomped them into a mudhole using such troops...and everyone else they came into contact with. Just ask the Teutonic knight orders....oh wait, you can't as the Mongols completely obliterated the Teutonic knight orders using archer cav. lol
    Last edited by Arlan; 06-01-2009 at 05:23 PM. Reason: Mispell

  9. #9

    Default Horse cav?

    Umm, you think they need to add horse cavalry? They already did. They are called Cavalry. That is what Cavalry is, people mounted on horses. Not sure where you are trying to go with this. . .

  10. #10

    Default

    What makes you think ranged units continue to advance?
    Legendary Hero

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