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Thread: Can you explain - Charging

  1. #1
    the goldfish Senior Member tootee's Avatar
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    Default Can you explain - Charging

    Think this has been mentioned elsewhere..

    When a cavalry charged into an enemy unit (contacted and fighting), say another cav, both will be at full strength for the first 2 to 3 sec, and then the receiving end dropped to 30 almost instantly..

    Why the delay? felt sort of strange.. or maybe its just me?
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  2. #2

    Default Re: Can you explain - Charging

    the dead ones count only when the dying animation has ended. you have perhaps 50 soldiers who are already dead but are still flying dramatically thorugh the air, all at the same time. 2-3 secs later, all land on the erath, count as dead and suddenly theres only 40 of originally 120 or so
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  3. #3
    the goldfish Senior Member tootee's Avatar
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    Default Re: Can you explain - Charging

    An update about the coming patch from totalwarblog


    http://www.totalwarblog.com/


    ==============
    On a personal note I thought I would clarify the cavalry charging issue. Most of the posts I have read in the forums are correct, it is a new charge mechanic and this has been reexamined in the forthcoming update. In simple terms, you will now be able to get more than one charge out of a unit and you will be able to charge skirmishers with your lance down.

    Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasn’t as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you don’t.



    The triggers for a formed (powerful) charge include:

    Line up the cavalry parallel to the target
    Utilize a long straight run up toward the target
    Prioritize stationary targets as moving targets may result in a last second turn and reform

    The triggers for an unformed (weak) charge include:

    The unit is spread out just before charging
    The charge is issued while too close to the target
    The charge is issued when the unit isn’t facing the target
    The player changes direction just before the charge• The target moves and turns just before being hit

    Currently we have set the balance so that a formed charge is very strong due to the unit’s collision mass on impact and have set the unformed charge to be rather weak due to the 10% stop charge threshold. This ensures that players that love to see mass destruction and men thrown in the air get what they want and those that want a balanced game where cavalry don’t dominate every other unit get what they want. This is certainly something we will look to get your feedback on once you get the update and see the charge in action with the additional tweaks.

    ================

    Was just wondering, 10% stop charge = charge bonus cease to apply after 10% of unit has hit/contacted enemy.

    In that case, for a usual size 40 cav, it means 4 horsemen? for a general unit it means 2 horsemen??
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  4. #4
    the goldfish Senior Member tootee's Avatar
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    Default Re: Can you explain - Charging

    With regard to a full charge becoming a weak charge when

    • The target moves and turns just before being hit


    *I assume this has nothing to do with "The player changes direction just before the charge".

    Wouldnt it be more realistic that the full charge is kept?

    The target charging direction in the face of a full cav charge is plain stupidity, and should be penalised by receiving the full cav charge (+ the usual flank/rear bonus for the charging unit)?

    Also why would a cav, already in process of running a fully prepared charge on an enemy, turn into disorganised/weak charge in this case?

    tootee the goldfish,
    loyal roach of Clan S.G.

  5. #5

    Default Re: Can you explain - Charging

    Quote Originally Posted by tootee
    Also why would a cav, already in process of running a fully prepared charge on an enemy, turn into disorganised/weak charge in this case?
    It's obviously a consequence of the charging mechanic which switches to an unformed charge when the charging cavalry changes direction. If the target moves laterally, the cav has to change direction as well. The difference in effectiveness between a formed and unformed charge has been made almost black and white. In Samurai Wars, there is a difference in effectiveness between formed and unformed charges, but it isn't as dramatic a difference.

    What's revealing is the reasoning for making the difference in effectiveness of the two charging mechanism so great in M2TW. Creative Assembly is trying to incorporate two different types of gameplay in a single game. It's clear that the each type of gameplay is compromised by the other. Now instead of having the cav charge tuned to an optimal effectiveness, you have either overly effective charge or ineffective charge. Under these circumstances, I don't see how M2TW will ever appeal to veteran players of the original game.

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  6. #6
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Can you explain - Charging

    I would prefer a more gradual disruption of charges instead of this on/off effect.


    CBR

  7. #7

    Default Re: Can you explain - Charging

    Quote Originally Posted by tootee
    This ensures that players that love to see mass destruction and men thrown in the air get what they want and those that want a balanced game where cavalry don’t dominate every other unit get what they want.
    I find this statement quite disturbing

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  8. #8

    Default Re: Can you explain - Charging

    In M2TW 1.0 a good charge may kill 90% of an enemy unit if you are using a cavalry and 30% if you use infantry. Too much IMO.

    I would prefer more an effect of disruption, let's say killing a lower percentage (30-50% with optimal cavalry charge, 15-20% with infantry charge) of the unit, and anoher 20% "men thrown in the air" that can recover and stand up after a while, as elephants do in RTW.

    I'm agree that spears shouldn't stop a charge completly, but once horses stop, spearmen must perform better than infantry armed with swords.

    Let's wait and see how charges work in the new patch.


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  9. #9

    Default Re: Can you explain - Charging

    Quote Originally Posted by CeltiberoMordred
    In M2TW 1.0 a good charge may kill 90% of an enemy unit if you are using a cavalry and 30% if you use infantry. Too much IMO.

    I would prefer more an effect of disruption, let's say killing a lower percentage (30-50% with optimal cavalry charge, 15-20% with infantry charge) of the unit
    I think 50% is also too much. Thats too much. It should depends on the length of the flank and from which direction, they hit. The cav should only hit the first line and should not go through all lines. A frontal attack cannot be successful as a hit from the backside. The hit of the cav should kill less and should make fear if the unit is hit into back or side. Thats my opinion. CA should play mtw1 and make it in the same way. That would be great.
    Last edited by |Heerbann|_Di3Hard; 12-06-2006 at 13:15.

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