Results 1 to 12 of 12

Thread: problem with missile units

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: problem with missile units

    Quote Originally Posted by Raz
    Ahh... the limitations of Video Games, they will always be there...
    This limitation wasn't present in the older TW games.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  2. #2

    Cool Re: problem with missile units

    Quote Originally Posted by Puzz3D
    This limitation wasn't present in the older TW games.
    Thanks my friend. I would never reach these conclusions myself. After all it’s been years since I used the early engine. It fascinates my no more and on the other hand
    I never looked at what these tiny solders do in the early engine battles. I give all my hopes to the new engine coming.
    One more thing, I do not complain. Great work has been done! After all, what is this conversation about, if not a brainstorm for further development!

  3. #3

    Default Re: problem with missile units

    Quote Originally Posted by vasilisguru
    Thanks my friend. I would never reach these conclusions myself. After all it’s been years since I used the early engine. It fascinates my no more and on the other hand
    I never looked at what these tiny solders do in the early engine battles. I give all my hopes to the new engine coming.
    One more thing, I do not complain. Great work has been done! After all, what is this conversation about, if not a brainstorm for further development!
    This thread has no impact on CA. Playbalance of missile units has been discussed for years with lots of excellent feedback given to CA and yet the playbalance of missle units has gotten worse. The suggestions on playbalance were not implemented by CA. I clearly remember a post by a CA dev in which, when asked why player suggestions on playblance were not being implemented, he said that CA makes the gameplay the way they want it. I remember that post because that along with their attitude towards playbalancing during the RTW v1.2 beta testing are the reasons I no longer make suggestions or try to identify bugs in TW games.

    Your hopes will be dashed yet again. Practically all the players who were interested in the game engine details are gone. The only brainstorming that you'll get around here is for better graphics because that's what the majority of the players are interested in now. They don't care if the archers have 4 second reload or 12 second reload or are loaded and ready to shoot or not. They think it doesn't matter. Some players went so far as to say one gameplay isn't better than another it's only different. That was actually their defense for the M2TW battlefield gameplay. However, the newer TW games don't get properly rebalanced anyway because it's too much work. Besides, you can't balance the game until the engine is working properly, and CA has a lot of trouble these days getting the engine to work properly even after patching several times.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  4. #4

    Default Re: problem with missile units

    Quote Originally Posted by Puzz3D
    This thread has no impact on CA. Playbalance of missile units has been discussed for years with lots of excellent feedback given to CA and yet the playbalance of missle units has gotten worse...
    So, what do we do? Do you know any one that can mod this? I do not.
    If it is an animation problem, it may be fixed.

    The next TW game we expecting is basically based on gunpowder.
    If this continues, the whole warfare may change. CV will be much more
    Powerful in battle and cannons that should be the most decisive weapons will
    be inferior. I don’t think that CA will not try to make it work properly.
    But we wait and see!

  5. #5
    Merciless Mauler Member TheLastPrivate's Avatar
    Join Date
    Jul 2007
    Location
    South Korea
    Posts
    336

    Default Re: problem with missile units

    If you wanted, you could change the reload time of missiles in the desc file, i think desc_missiles but that could make certain units overpowered.

    As for CA not making ranged as effective as they should be in real life, I think they want to keep the melee brawl goodness of the game as much as they can. Already a volley of high-quality crossbows can decimate charging units up to a certain extent. '

    Simply put the game woudlnt be fun nor challenging (passive AI guys?) if we were to play archer duels.


    Gae Ma Ki Byung:
    Possibly the earliest full-armored heavy cavalry in human history, deployed by the Goguryeo from the 3rd century A.D.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO