Results 1 to 30 of 32

Thread: Siege units in MTW2

Hybrid View

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

    Default Re: Siege units in MTW2

    We have only limited information to base our assumptions on, but from the pavia demo battle it seems that cannons at least would not be such an important factor. Though quite accurate, they failed to do any real harm to even tightly packed pikemen, and while the explosions looked great it barly killed more than a couple of soldiers for each round. The morale damage also didn't seem to be much of a problem.
    I agree that Onagers and such were much too powerful in RTW, but with the current killing rate of the cannons in pavia, coupled with perhaps more competant AI that wouldn't wait for my cannons to kill him but advance at them, I think that siege weapons will return to the place of "Behind the frontlines support weapon that kills a bit" from thier battle winning results in RTW.

  2. #2

    Default Re: Siege units in MTW2

    Quote Originally Posted by akodo
    We have only limited information to base our assumptions on, but from the pavia demo battle it seems that cannons at least would not be such an important factor. Though quite accurate, they failed to do any real harm to even tightly packed pikemen, and while the explosions looked great it barly killed more than a couple of soldiers for each round. The morale damage also didn't seem to be much of a problem.
    I agree that Onagers and such were much too powerful in RTW, but with the current killing rate of the cannons in pavia, coupled with perhaps more competant AI that wouldn't wait for my cannons to kill him but advance at them, I think that siege weapons will return to the place of "Behind the frontlines support weapon that kills a bit" from thier battle winning results in RTW.
    i think this has a bit to do with it just being a demo. the artillery in later stages of development i think would be good with a high caliber gun crews. but then again guns back then where smoothbore and not rifled. however i would like to swing a few light guns around for close flank shots that rake a battalion just before its final charge into your ranks if they have bouncing rounds maybe you can take out ranks of men from close range. i just cant wait for the game to come out. i am excited.

  3. #3
    Modder Member Encaitar's Avatar
    Join Date
    Oct 2003
    Location
    Melbourne, Australia
    Posts
    234

    Default Re: Siege units in MTW2

    One way of limiting the extent of artillery in (sp) battles would be to give artillery a dramatically reduced per-turn campaign map movement than infantry (and of course less again than cavalry). So if you want to bring artillery/siege weapons to a field battle, you're going to have to crawl across Europe to do so. I know it's there to an extent in R:TW, but it could be more.
    Last edited by Encaitar; 10-21-2006 at 09:16. Reason: clarified
    Encaitar Arandur

    Middle-earth: Total War Dev

  4. #4

    Default Re: Siege units in MTW2

    Even in the 1500's Cannon, trebs and all other kinds of heavy arty (i.e. stuff that you would use against a wall) were incredably heavy and difficult to move. I would be resonable imho to make heavy arty immovable so after it has been placed it can't be moved. The idea that you could use cannon to breach the first wall, storm it with your infantry and then move your cannon up to the breach and start blasting away at the second wall is silly.
    In reality it would take days to disassemble it, dig a firing position, move the very heavy barrel, reassemble it and start firing again.
    Aracnid

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