Osbot
09-27-2004, 16:51
What I don't get is, why infantry/cavalry have been modeled on the MAXIMUM speed they could possibly cover rather than the realistic speed. Basically everything is very obviously modeled at sprint/gallop speeds. Whereas there should be 3 movement settings. Walk, Run/Move, Run/Charge. There is a big difference between jogging along in formation moving around, and letting loose over the final 40 yards. Ya I know its been rehashed to death here. Luckily there is already a mod out for that which has increased my enjoyment.
Secondly, I hope someone finds a sound solution to the killing speeds. It isnt horrible when you're using the maximum unit sizes, generally things go to hell literally the moment one side wraps around another and gains a flanking advantage. I've found that using the prior mentioned speed mod, everything is happening at a more managable pace. When you're using units of roughly equal calibre, the battles will be nice and drawn out. If there is a major discrepency in unit effectiveness, well the weaker unit is slaughtered about as fast as you can count ;p That said, one of the biggest problems involved in battles lasting longer than a couple minutes, and it seems to be a recurring theme in TW games, SUICIDAL GENERALS. This has GOT to be fixed. Part of the killing speed problem is, every single battle I am in. Within 2 minutes i've killed the general as he heroically lead the charge. At which point their morale takes a big hit and soon thereafter boom. They cease to exist as a cohesive fighting force and the route is on.
Cavalry charges from the rear may be a LITTLE too strong atm as well. Using missle cav units. Without even using any javs you can destroy a phalanx with a single charge to their rear which is so easy to do. Then again, it seems that this may only be a feature of the Phalanx. They are pretty much invulnerable headon or even flanked, but you charge them in the back and it takes them too long to drop out of phalanx and about turn. By that time they are utterly smashed. Literally, charge a Cav Aux into the rear of a phalanx with 160 men and we are talking instant 100+ casualties.
Secondly, I hope someone finds a sound solution to the killing speeds. It isnt horrible when you're using the maximum unit sizes, generally things go to hell literally the moment one side wraps around another and gains a flanking advantage. I've found that using the prior mentioned speed mod, everything is happening at a more managable pace. When you're using units of roughly equal calibre, the battles will be nice and drawn out. If there is a major discrepency in unit effectiveness, well the weaker unit is slaughtered about as fast as you can count ;p That said, one of the biggest problems involved in battles lasting longer than a couple minutes, and it seems to be a recurring theme in TW games, SUICIDAL GENERALS. This has GOT to be fixed. Part of the killing speed problem is, every single battle I am in. Within 2 minutes i've killed the general as he heroically lead the charge. At which point their morale takes a big hit and soon thereafter boom. They cease to exist as a cohesive fighting force and the route is on.
Cavalry charges from the rear may be a LITTLE too strong atm as well. Using missle cav units. Without even using any javs you can destroy a phalanx with a single charge to their rear which is so easy to do. Then again, it seems that this may only be a feature of the Phalanx. They are pretty much invulnerable headon or even flanked, but you charge them in the back and it takes them too long to drop out of phalanx and about turn. By that time they are utterly smashed. Literally, charge a Cav Aux into the rear of a phalanx with 160 men and we are talking instant 100+ casualties.