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Thread: Totalwar: Shogun2 Battle report number 2

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    Default Re: Totalwar: Shogun2 Battle report number 2

    Anyone else think it seems a bit too easy to scale the walls?

    the other interesting thing I noticed is that everytime the cursor passed over a wall it seems that you could line your unit against it like in ETW/NTW I am curious how that might affect the performance of archer units. In Medieval they had trouble shooting down from a wall.

  2. #2
    Member Member Phog_of_War's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    Quote Originally Posted by Seyavash View Post
    Anyone else think it seems a bit too easy to scale the walls?

    the other interesting thing I noticed is that everytime the cursor passed over a wall it seems that you could line your unit against it like in ETW/NTW I am curious how that might affect the performance of archer units. In Medieval they had trouble shooting down from a wall.
    I thought the same thing about the scaling the walls bit. Also it seems that the guard towers need to be "manned". I see a circle around each one of the guard towers as Kierian passes over them.
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    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    Quote Originally Posted by Phog_of_War View Post
    I thought the same thing about the scaling the walls bit. Also it seems that the guard towers need to be "manned". I see a circle around each one of the guard towers as Kierian passes over them.
    I saw the capture region, I didn't see a 'unit must be in this region' though. Would make sense but.
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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    So.... build box of archers and infantry around keep, win game...?
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    Defender Troll Member Revolting Friendship's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    Nice to see an honest battle-preview.

    Scaling walls should definately take much longer, by the very minimum doubled, prefferably trippled. And having ranged units at the walls should allow them to fire down on the climbing men. These two things are absolute nessecities imo. Also I believe having put a unit at the wall, it would be preferable if they do not target a single unit but instead just fire on whatever target is most urgent at the time, to save the AI from making stupid mistakes and the player from tedious micromanagement.

    I see some retarded running back and forth by fleeing units, causing them to be cut down needlessly. I seriously expect CA to fix this, because from the gamers perspective it will be utterly frustrating in a battle like this to lose his precious soldiers in such a way. If this is a problem about them being caught between closed gates, refused to open due to proximity of enemies, then have the cut off unit make a last stand with their back to the gate, or allow them to rout over the walls. Surely if the enemy can climb them, so can the defender right.

    Overall I feel hopeful, the AI seem agressive and strategic enough to make a siege interesting, and I'm very happy about the visual side of the units, the buildings and the landscape. Props to CA for the awesome research on arms and armour. Now I just want to see a bigger emphasis on spears and pikes, and a down-tuning of swords to the status of a sidearm rather than main-weapon.

    Another wish is for the units to be more loosely grouped, and I would love if they were internally divided into smaller contingents, each marked by a nobori and headed by a lieutenant; i.e. more organic look of units and more banners. Even if this would just be an aesthetic touch rather than practical, it would do much to improve my gaming-experience.
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    Member Member Magyar Khan's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    climbing seems a bit ok IF the defender can shoot them down and the enemy unit climbing has reduced armourvalue or such...... climbing could not be much slower since there must be a way to surprise the defender as well when he is unaware of it..... also should depend perhaps on the steepness..... if i remember well the walls weren't that high
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    Defender Troll Member Revolting Friendship's Avatar
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    Default Re: Totalwar: Shogun2 Battle report number 2

    It seems now that scaling a wall takes like, what, 10 seconds? At most. That's 2 or 3 volleys while climbing, it's rediculous. Remember that once the attacker is over the wall, ranged units aren't much for melee.
    If you want to surprise, you should scale a piece of unguarded wall somewhere, it's the only way you CAN surprise. So I think it should take at least 30 seconds to scale a wall, all the attacker have to do is to find a piece of unguarded wall that the defender cannot reach within 30 seconds. He could further this goal by locking down the defenders forces with simultaneous attacks elsewere.

    I don't see your point tbh. It shouldn't be that easy to surprise a defender. It would make defending castles death-traps without exception.
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