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One thing I noticed with archers is that, if there are friendly units in front of them and the trajectory is too low, no arrow is released. However, the archers are still doing their reload and firing animation. I guess this is the result of the high velocity being used for the arrow. In my custom battle test on flat ground, the AI had its archers too close behind the hastati, so when I moved my slingers closer only a few archers who extended beyond the sides of the hastati were actually releasing arrows. It's possible the high velocity was introduced to help ranged units hit moving targets because, in STW, archers could not hit moving targets unless the targets were moving directly away.
In addition to the motion effects, the velocities are problematic in that they produce unrealistically flat trajectories and give the missiles too much reach vs. elevated targets. This also allows them to "chase" targets well out of range who are retreating when their firing sequence starts. Accuracy against stationary targets is greater with flat trajectories (imagine looking at a unit's site profile from above vs. head on.) This is the only distance attenuation effect I have noticed by the way, so reducing velocities does reduce hit percentage at distance.