Would you really prefer turkey shoots with missiles virtually winning the battles and melee type troops relegated to auxillaries?Originally Posted by econ21
Is it not more realistic and maybe more challenging for the emphasis to be placed on melee units to decide a battles out-come?
I know which I prefer, perhaps the rate of fire will be moddable so those that prefer arrow rain can play the game that way too.
In STW and MTW I relied on my archers to soften/decimate a large part of the AI's soldiers before they reached my battle line. This made most battles a bit too easy, repetetive and boring. Considering that many complaints were about the battles being too easy, I suggest that the slow rate of fire is not an oversight but is an intended design decision to make TW battles more challenging. Seems as though archers would be best used to skirmish on the flanks, and positioned to fire on the flanks and rear of pinned AI units. For those factions and players that rely on and/or prefer missile heavy armies, imo the slow rate of fire combined with the large battlefields does'nt create any problems, but merely sets the conditions for some very interesting, challenging and dare I say memorable battles.
As for the passive AI bug, that was also evident in RTW. {maybe because I modded missiles to fire from their max range) I hope the patch returns things to how the AI reacted in the original MTW, which if I remember correctly, the response was an immediate charge en masse. That required I drastically reduce the number of missile units in my attacking army and usually resulted in a very bloody and costly battle.
As I don't yet have the game, there are a couple of things I am keen to know. Does the AI still show their back sides to reform it's battle line? and What is the average ratio of inf/cav/missiles per AI stack?
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