
Originally Posted by
Puzz3D
I'm more concerned with the running/charging speeds, and I think it's impacting other parts of the gameplay besides your ability to coordinate units. For head-to-head fighting, I don't think the killing speed is any faster than MTW for spear to spear and sword to sword type matchups. CBR timed some of those matchups, and got similar times to MTW. However, the increased charge speed has increased the momentum of the charge. That would make the charge last longer thereby increasing the number of charge kills unless the charge threshold was raised. My theory at this point is that the speeds were increased without changing other parameters. For instance, the fatigue for running seems relatively low, and I see some gliding effect on the cavalry animation when running despite some slight slipping when walking on the snow. Also, the infantry slips when walking on the snow, but not when running. These things would happen if all you did was increase the running speed. That extra killing will trip a rout sooner, and the rate that routers are killed is quite high. In the Trebia battle, as soon as you rout one or two units, all the Romans tend to rout and their whole army evaporates. I think that's why the battle ends so quickly. Increased running speed also reduces the effectiveness of ranged units on advancing men. A lot of things besides ability to coordinate units are impacted by changing unit movement speeds.
The larger attack/defend values could mean that the resolution of the combat system has been increased. The 20% steps in the previous games were rather large. It could also mean increased differences between units, and that would increase killing rates in uneven matchups. That would give you less time to correct a bad matchup or bring in a supporting unit, and many players want that type of gameplay. Increasing the rock, paper scissors would do a similar thing by resolving that type of mismatch faster than you see in MTW.
I think doing well by not moving in MTW is an indication that fatigue rate is too high in that game on the large maps. If fatigue rates are set high in RTW it's going to be very hard on the attacker, but it also deters rushing. I'd like to see rushing detered by a combination of fatigue rate, ranged unit effectiveness and tactical control of units without any one of those factors able to do it by itself.
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