I think you are right. The problem I'm facing is some skirmisher units fire at 40m without changes in vanilla EB2. Some fire at 60m. I want to keep the values the team thought right by keeping some units more effective than others. I will start fiddling a bit more. I can work out minimum range for them to fire before charged (should be about 60 or 65m) and then give a bit more range to these more effective skirmishers. But in any case I don't want a range of more than 75m for a javelin as it will look really unrealistic.Early signs are good, the shooting arc looks natural. The engine delay still makes it difficult to let off a volley into charging infantry before they connect. I'd actually increase the ranges a bit further to compensate.
So maybe:
peasant skirmishers (mean untrained , 16 year old levies destined to flee) : about 60-65m
normal skirmishers: 65-70m
elite skirmishers: 70-75 m
Will let you know after testing further.
That's actually a good question. I mainly used barbarians as I am hooked to the north european factions for some reasons even If I am from Hellas lol. (maybe because they're something quite different to read about).Maybe only some of them obey the order in time? . Worthy of testing a bit I guess. And easy to fiddle with.does the stat untrained (below) nothing to do with that 6 or 8 man at best throw??
stat_mental 4, normal, untrained
i was just wondering about that when i compared it with other skirmisher type units
--> time to open the bloody notepad ++ again
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