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View Full Version : Questions on Stats 1.03



barocca
07-07-2002, 22:04
Guys,
for 1.03 you reduced
Turn Speed
and Turn In Motion of Yari Troop's and Naginata.
OK, Yari's = cumbersome,
Naginata = Heavy Armour

Reductions to Turn Speed are OK, all seem fair.

BUT

Yari Samurai T.I.M. 100 (down from 256)
Yari Ashigaru T.I.M. 8 (down from 96)
Naginata T.I.M. 8 (down from 256)
No-Dachi T.I.M. 100 (down from 192)
Warrior Monk T.I.M. 256 NO Change
Mongol Spearmen T.I.M. 256 NO Change

Something screwy there fella's

No-Dachi sword not as Cumbersome as Yari
why reduce from 192 to 100?

now if T.I.M. for ashi was 80(something) - untrained,
but to reduce from 96 to 8?

and Naginata should be at least 80(something) because they ARE trained but 8?????
while WM's stay at 256!!!!!
the armour does NOT justify reducing Naginata T.I.M. to 8.

Reductions to Turn Speed are OK, all seem fair.
BUT
Naginata, No-Dachi and Ashi Turn In Motion reduced too far IMHO.


[This message has been edited by barocca (edited 07-07-2002).]

Puzz3D
07-07-2002, 22:21
[This message has been edited by Puzz3D (edited 07-14-2002).]

barocca
07-08-2002, 09:35
Guy's
what sort of adjustment does TIM do,

ie what is the fractional change by arc?

ie what diffence to ashi comes from changing tim by 8 points, 12 points etc.

8 points is approx 11 degrees,

try turn in a circle 11 degrees at a time, my granny in her wheelchair could flank that unit
http://www.totalwar.org/ubb/smile.gif

Look at it this way,
a WM can turn 360 degrees in 1 "Game Time Measurement"

a Naginata requires 8 GTM's to turn 90 degrees!
24 GTM's to turn full circle



[This message has been edited by barocca (edited 07-08-2002).]

Khan7
07-08-2002, 11:51
The TIM modification was a concept I originally developed, though in 103 it obviously takes its own unique direction.

Basically low TIM, along with turn speed, will increase disorder in a unit, and make it more vulnerable to being disordered etc., and bring a general decline in melee effectiveness. It will mean you can't throw the unit around randomly.

I hope that gives you a general idea. I can't explain it exactly except to say that it works. It was a technique that was developed to achieve an end, not a science by any means.

I'm not really certain what the 103 devs were trying to do with this value.. I guess they just used it loosely to serve their balancing ends. Maybe someone who has played 103 extensively can tell me of the overall difference between Ashi, Nag, YS, before and after?

Anyway, hope that explains a few things.

Matt

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Gothmog
07-08-2002, 12:20
100? Oh, well, a more computer science oriented fellow will definitely change that to 96. Reason? Oh, well, "256" = "360 degree", need I say more?

I also think that the turning angle of 1.0.3 is a bit counter-intuitive, at least for YA, No-Dachi and WM. Naginata is a little diffent though, for we all know that the nag unit in STW is anything but what the name "naginata" suggests, for a naginata wielding soldier should be strong in OFFENSE instead of DEFENSE.




[This message has been edited by Gothmog (edited 07-08-2002).]