View Full Version : Seriously, the spacing needs to be reworked...
I have a hard time to get that this flaw went through the beta-testing, and an even harder time to understand why no more people are shouting about it.
Spacing between the men of a unit once they enter a fight is plainly RIDICULOUS.
They take HUGE space, blocking anyone from coming to the front line, and so we have units of well past one hundred of people with only ten actually fighting.
Not only it's ridiculous, but it also trash any kind of dynamism in the battle (how can you have epic fights and furious mélée with 10 people dueling while 200 just look at them and don't approach ?).
If you need any visual support about this :
http://zanath.free.fr/jeux/MTW2/spacing01.jpg
http://zanath.free.fr/jeux/MTW2/spacing02.jpg
http://zanath.free.fr/jeux/MTW2/spacing03.jpg
Now, seriously, CA... PATCH !
BeeSting
11-18-2006, 01:00
I heard that this may in fact be more accurate than push and shove. It makes sense since people can be easily trampled. Ever been in a large crowd where you had no room to move? I was scared to death sensing if they were all running in such compact manner many people would end up dead. Just today I heard on the news of injuries when a mob was rushing through a store to grab ps3.
Hu ?
Accurate to have people 5 meters of each others in a mélée fight ?
I charged a Line of Dismounted Feudal Knights and suddenly the lines in the units split, the first line charges and the others stay back what looks like ... 10 meters? watching... not funny and when they make the enemy rout, it takes them ages to get together and pursue...
Biggus Diccus
11-18-2006, 06:06
Totally agree with Akka on this one.
YellowMelon
11-18-2006, 09:11
I had a similar issue when I was trying to defend my walls. 2-3 oh my militia were defending siege ladders while the rest of the group stood back like 10m away shaking their spears. The result was the enemy was able to get a foothold on the wall and route my units. Utterly frustrating.
I Agree with Akka on all other thread about spacing/slowfight. It make the fight 3x more slow. In fact the bug go for the CPU, implicate SLOW street fight so i use 80 % of my time play with 2X 3X time speed option. And this can result in some general kill "Collateral Damage".
One point a think CA have worked not that bad is the Cavalry charge, i agree the charge is not deadly as RTW but i think is more realistic. But i understand why the cavalry stop right on front of enemies without any impale in the front line.
IRONxMortlock
11-19-2006, 10:36
I also agree with Akka.
I'm having great difficulty with this problem at the moment and it really detracts from the battles.
Orda Khan
11-19-2006, 11:00
Well it's an obvious bug that needs to be addressed, post it in the bugs thread
........Orda
It is just a matter of taste.
Battles now require more micro management in keeping your formation in order. Many have explained that already. Glad MTW2 got rid of "two block of units" crashing into each other which in this case will result in faster battles. And I do think the vast majority complained just about that. Battles being to fast. I do not see the point of getting back to the RTW clickfest.
Trick to solve your problem Akka is during battles as seen on your pics is to drag the unit again formation while they fight. The back of the unit will join the melee. Very easy and very simple. As welll as a good cav charge which also has been explained more than a dozen times.
Louis de la Ferte Ste Colombe
11-19-2006, 17:20
I don't have the game, so I have no idea how "bad" that might be, however, it sounds like a fix to the "infamous mighty blob" issue, and as such, I hear that complain with some delight.
Slower kill speed compared to Rome is also a +
Overall it sounds like a good feature.
If I keep hearing things like that, I might even buy the game :inquisitive:
Louis,
I don't have the game, so I have no idea how "bad" that might be, however, it sounds like a fix to the "infamous mighty blob" issue, and as such, I hear that complain with some delight.
Slower kill speed compared to Rome is also a +
Overall it sounds like a good feature.
If I keep hearing things like that, I might even buy the game :inquisitive:
Louis,
I'm pretty sure it's in fact a way to prevent the "mighty blob".
But I don't think you need to go from one extreme to the other. Both are extreme, both are ridiculous.
And frankly, I much prefer the "blob bug", because it's something I can simply "not do", while right now the "space bug" is pushed down my throat and I can do nothing against it ; and also, I prefer an excess where there is an exceedingly large mélée than an excess where mélée is simply non-existant.
Louis de la Ferte Ste Colombe
11-19-2006, 18:13
I can see how spacing would be an issue for siege, with narrow spaces. In open spaces, it ought to be less of a problem.
However, blobbing is not something you can choose "not to do": it's also pushed down your throat by the fellow human you're fighting against in MP. You can be sure everysingle bug is going to be abused there. As a MPer, I sure prefer long spacing than blobbing: it's more positional -> makes for more interesting games.
(not to mention, siege battles are the exception in MP)
Louis,
Biggus Diccus
11-19-2006, 18:20
It is just a matter of taste.
Battles now require more micro management in keeping your formation in order. Many have explained that already. Glad MTW2 got rid of "two block of units" crashing into each other which in this case will result in faster battles. And I do think the vast majority complained just about that. Battles being to fast. I do not see the point of getting back to the RTW clickfest.
Trick to solve your problem Akka is during battles as seen on your pics is to drag the unit again formation while they fight. The back of the unit will join the melee. Very easy and very simple. As welll as a good cav charge which also has been explained more than a dozen times.
You seriously think that more micromanagement in battles is good? I want battles to be harder because the AI actually does some intelligent stuff, not because my units are harder to control. And did someone see the irony in the phrase 'May charge without orders' in the knights' unit description? Yes, please! Go on, charge guys! :whip:
And for killing speed; it is very easy to do something with this and still have units in formation fighting. I loved the battles in MTW because I could control them on a tactical level. I don't even care about 'kill-moves' and stuff, although it would be cool to have my peasants do a collective Chuck Norris-style finishing move. I think it just looks ridiculous that my men actually walks backwards when the first rows start fighting.
I can see how spacing would be an issue for siege, with narrow spaces. In open spaces, it ought to be less of a problem.
However, blobbing is not something you can choose "not to do": it's also pushed down your throat by the fellow human you're fighting against in MP. You can be sure everysingle bug is going to be abused there. As a MPer, I sure prefer long spacing than blobbing: it's more positional -> makes for more interesting games.
(not to mention, siege battles are the exception in MP)
Louis,
Well, I only play MP with friends, so I never had to face the Big Blob except when we wanted to test it.
On the contrary, this whole spacing debacle is something that pollute my game each time I try to fight a battle, trashing any immersion and breaking half of the decisions taken on the battlefield.
This spacing is not only not positional, but it interfere with orders (units stopping to run and starting to walk slowly ; units taking twice as much space as they should ; not being able to use advantage in numbers, etc...).
I can understand the problem posed by the blob, but honestly, they really exagerated the response by faaar too much.
Yea your not the only one.
https://img377.imageshack.us/img377/2566/wtfwmw8.png
I've got about 500 guys going after 1/2 a unit of Geoneese Crossbowman, but for some reason only one unit decided to engage them. It's hard to see with a still image, but the guys in the back aren't charging in, they're just sitting there, letting 1/20th of the army do the fighting.
I run into this problem regularly when assaulting town squares. There will be 10 guys left in the town square, and I'll lose more guys trying to kill them than the entire army.
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