There is a lot of discussion about missile unit balancing - is it right? Does it need to be rebalanced? This thread on longbows vs. crossbows is a good example of all the sentiment that gets whipped up around the issue. (That thread has gotten derailed into a debate over the real world of medieval armaments and history). Some people hold that the missile units are misbalanced. Some people hold that the missile units are not historically accurate. Some people cannot agree on what actually happened in history. Some other people have said that we will never really know for sure. I'm with Darkmoor Dragon who said about the other thread debating longbow vs. crossbow:
andoriginally posted by Darkmoor Dragon
Frankly its all rather boring blather from people using google as their primary historical research tool whilst claiming some intimate and highly personalised version of historical facts that they actually dont have a clue about whatsoever. (And most of it is little more than broad sweeping statements infused with modern prejudices and hollywoodisms)
The ISSUE remains one of balancing a set of units in the game.
And in that respect the only pertinent information we require is how we believe the unit should perform IN THE GAME.
So back to the game. I undertook to battle test different missile units to try to understand the way archery works in the game. Let me say up front:Should longbows have a higher rate of fire than any other bow unit IN THE FRIKKIN GAME? yes/no
Make a short list and get over trying to prove everybody else is an idiot and you a genius.
- I believe archery mechanics are pretty clear (results to follow).
- I believe that the game is not broken or out of balance.
- I believe that people who think it is broken or imbalanced are not playing the game to their best advantage, don't understand how it works, or have had an isolated experience in a battle that won't be repeated 9/10 times in identical circumstances.
- I believe these things because I tested and re-tested in game
Lets start with the argument about longbows vs. crossbows as that is a perfect place to illustrate my points:
andOriginally posted by Sonny WiFiHr
Pavise Xbows are better.2/3 rate fire with beter att/def stats.
I attack 1 PXbow Milanese with 2 longbow and my general save the longbowman from total destruction.
My englis troops act like they are from stone age not blodbath medieval.
Stonebow English good at harasing chicken
For the record the Milanese have Pavise Crossbow Militia and Genoese Crossbowmen that are not militia units. I tested both because I wasn't clear which he meant.in the game, crossbowmen have about 2/3 the firing rate of longbowmen (wtf!). set up at max range, militia pavise crossbowmen will (most of the time) inflict more casualties on retinue longbowmen - even with their slightly slower rate of fire. when the retinue longbowmen run out of arrows the crossbowmen still have about a third of their arrows left, which they can use to inflict even more casualties. the only way the retinue longbowmen win is if they close to very close range and/or if they charge the crossbow militia. this is unrealistic.
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 10 times
Test Units:
English Longbowmen (No armor)
Missile Attack 6
Defence 4
Pavise Crossbow Militia (Mail Armor and Pavise)
Missile Attack 12
Defence 14
Genoese Crossbowmen (Brigandine Armor and Pavise)
Missile Attack 14
Defence 16
Results
LB = Longbowmen
PXBM = Pavise Crossbow Militia
GXB = Genoese Crossbow
+5 is added 5 experience points
+0 is added 0 experience points
Red = loss
Blue = win
numbers are Longbowmen/Crossbowmen alive after missile exchange
-------------Longbow vs Pavise Crossbow Militia ---------------Longbow vs Genoese Crossbow
--------LB +5/PXBM +0--LB +0/PXBM +0--LB +0/PXBM +5---LB +5/GXB +0--LB +0/GXB +0--LB +0/GXB +5
Test #
1-----------32/15----------22/29-----------28/40------------32/30----------19/35----------3/28
2-----------44/23----------42/35-----------15/41------------37/19----------35/29---------31/20
3-----------41/25----------43/34-----------32/30------------41/16----------34/26----------4/34
4-----------24/21----------31/34-----------10/36------------42/21----------22/37---------26/19
5-----------38/20----------41/27-----------12/31------------46/23----------30/30---------18/31
6-----------23/25----------38/30-----------19/39------------32/26----------26/35---------24/27
7-----------44/24----------42/31-----------16/28------------39/25----------32/35----------3/24
8-----------47/20----------27/29-----------25/30------------31/21----------28/35---------14/32
9-----------32/20----------38/25-----------30/35------------29/24----------27/37----------4/28
10----------43/25----------37/30-----------19/36------------34/25----------18/26---------14/22
Averages---37/22---------36/30-----------21/35-----------36/22----------27/32---------14/26
% alive--61%/36%----59%/49%------34%/57%-----60%/36%-----44%/53%----23%/43%
Observations during testing
All AI units quickly deploy in loose formation under missile fire
All missile units tested fire in volleys
Pavise Crossbow Militia discharge 24 bolts in the time it takes longbowmen to discharge 40 arrows
Genoese Crossbowmen discharge 28 to 31 bolts in time it takes longbowmen to discharge 40 arrows
Pavise Crossbow Militia stand at extreme range and trade fire with the longbowmen
Genoese Crossbowmen advance 1 to 3 times during the engagement approaching to very close range (looks less than 100 yards by scale) when they are winning (depleting opposing unit).
Analysis
Longbowmen appear on paper to be greatly disadvantaged in their stats compared with the crossbow units (missile attack 6/defence 4 compared with 12/14 and 14/16) but actually do fairly well. This is partly due to their greater rate of fire.
Unit experience is critical. If you look at Longbowmen (experience 0) vs. Pavise Crossbow Militia (experience 0) it is a pretty close balance with the longbow doing slightly better. Add 5 experience points to the crossbowmen and they kill almost twice as many longbowmen and win 9/10 engagements. Conversely add 5 experience points to the longbowmen and they win 9/10 engagements and kill substantially more crossbowmen.
Looking at the unit stats experience points translate into two things - melee bonus and defence skill bonus.
Longbowmen: Defence = 4 --> 6 with +5 experience (added 2 points to defence skill)
Pavise Crossbow Militia: Defence = 12 --> 14 with +5 experience (added 2 points to defence skill)
Genoese Crossbowmen: Defence = 14 --> 16 with +5 experience (added 2 points to defence skill)
The rate of fire of different crossbow units varies. There is a possibility that rate of fire increased with experience but I could not be sure as there was variation in all tests.
More Advanced Longbow Units
That is just not trueOriginally posted by Sonny WiFiHr
Guy archers (Sherwood) can't beat pavise.
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 5 times (much less spread in results here)
Test Units:
Sherwood Archers (No armor)
Missile Attack 13
Defence 9 (defence skill)
Pavise Crossbow Militia (Mail Armor and Pavise)
Missile Attack 12
Defence 14
Genoese Crossbowmen (Brigandine Armor and Pavise)
Missile Attack 14
Defence 16
Results
SA = Sherwood Archers
PXBM = Pavise Crossbow Militia
GXB = Genoese Crossbow
+5 is added 5 experience points
+0 is added 0 experience points
Red = loss
Blue = win
numbers are Longbowmen/Crossbowmen alive after missile exchange
*** Note Unit Sizes: SA = 31, XB units 61***
------Sherwood Archers v Pavise Crossbow Militia ---Sherwood Archers v Genoese Crossbowmen
-----SA +5/PXBM +0--SA +0/PXBM +0--SA +0/PXBM +5---SA +5/GXB +0--SA +0/GXB +0--SA +0/GXB +5
Test
1--------26/24-----------26/30------------23/40-----------27/29------------27/45----------26/40
2--------26/31-----------26/42------------24/29-----------27/22------------30/42----------18/38
3--------28/24-----------24/37------------21/41-----------26/31------------29/35----------16/42
4--------30/24-----------27/40------------22/37-----------29/21------------25/38----------26/42
5--------28/23-----------28/40------------26/34-----------28/24------------27/41----------27/35
Averages-27/25----------26/38-----------23/36----------27/25-----------28/40----------23/37
% alive-90%/41%-----84%/62%-----74%/59%-----87%/41%------90%/66%----74%/61%
Observations during testing
All AI units quickly deploy in loose formation under missile fire
All missile units tested fire in volleys
Pavise Crossbow Militia discharge 18 to 20 bolts in the time it takes Sherwood Archers to discharge 38 arrows
Genoese Crossbowmen discharge 24 bolts in time it takes Sherwood Archers to discharge 38 arrows
Pavise Crossbow Militia stand at extreme range and trade fire with the longbowmen
Genoese Crossbowmen rarely advanced during the engagement with these stronger longbow archers but fought from extreme range.
Analysis
Sherwood Archers on paper appear to be slightly disadvantaged in their stats compared with the crossbow units (missile attack 13/defence 9 compared with 12/14 and 14/16) but actually dominate on the battlefield. Again this is partly due to their greater rate of fire.
Unit experience is less critical here but still has an impact.
Sherwood Archers: Defence = 9 --> 11 with +5 experience (added 2 points to defence skill)
Pavise Crossbow Militia: Defence = 12 --> 14 with +5 experience (added 2 points to defence skill)
Genoese Crossbowmen: Defence = 14 --> 16 with +5 experience (added 2 points to defence skill)
Conclusion - Longbowmen vs Crossbowmen
"Stonebow Milanese not good at harasing Sherwood Archers"
I think that is clear evidence that plain longbowmen can hold their own against any crossbowmen.
If you train them up they win most of the time.
More advanced longbow units devastate even the best crossbowmen - it is unequivocal.
Importance of Experience
To further test the effects of unit experience I wanted to test two identical archer units against each other and vary experience. I did this with Peasant Archers
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 5 times (much less spread in results here)
Test Units:
Peasant Archers (No armor)
Missile Attack 5
Defence 1 (defence skill)
Results
PA = Peasant Archers
+5 is added 5 experience points
+0 is added 0 experience points
numbers are PA/PA alive after missile exchange
-----------PA +0 vs PA +0-----------PA +5 vs PA +0
test #
1--------------17/17-----------------------21/4
2--------------14/13-----------------------36/4
3--------------12/15-----------------------32/5
4--------------14/15-----------------------36/1
5--------------16/14-----------------------36/5
Average------~Even----------------------Owned
Discussion
Note in the tests of longbowmen vs crossbowmen that although overall trends are clear there is still considerable variation in kill statistics between individual tests. Reasons for variation include:
- Random element in game battle engine?
- Deployment and formation of units can be disrupted by terrain, strong first volley from the opponent, other units in campaign battles
- Possilbe first shot advantage (if you're lucky enough to kill 4 or 5 in the first volley it is now an uneven fight)
The importance of the variation in results is that you really cannot tell much from a single battle. Maybe this is why some people have formed such strong opinions about these units - they had a single result that they wont see again if the fight another ten identical scenarios?
In asking - are these units (and the game) balanced? I feel strongly that this is all good and that the missile units are very carefully designed. Basically the effects of training your units, upgrading them, giving them armor, is far more important than the base strength of any single unit. I could make crossbowmen work for me, or longbows.
I much prefer the idea that the unit characteristics evolve according to how we play the campaign rather than simply having the game be a matter of "teching up" and unlocking or buying some uber unit that owns everything.
I would go as far as to say that if people are getting poor results against AI missile units in campaign perhaps they need to think more about how they are playing the game.
- Are you using loose formation every time? (Didn't show stats on that but it is SUICIDAL to fight balanced missile units in tight formation).
- Are you retraining experienced unit remnants to full strength?
- Are you adding upgrades to castles to enhace unit qualities?
- Are you capitalizing on the rate of fire bonus of longbowmen - move them out of range of enemy missiles when they have no more arrows or charge them in melee.
Um - if you leave them sitting ducks to let the slower enemy missile units catch up and shoot their allotment that is just silly. It might be realistic for stupid generals?Originally posted by Sonny WiFiHr
even with their slightly slower rate of fire. when the retinue longbowmen run out of arrows the crossbowmen still have about a third of their arrows left, which they can use to inflict even more casualties. the only way the retinue longbowmen win is if they close to very close range and/or if they charge the crossbow militia. this is unrealistic.
- Are you considering the bonus effects of General's attributes?
- Are you using terrain to good advantage?
- Are you taking heed that disrupting unit formation temporarily interrupts their firing. Shake the enemy units up. Try to get the first shot in and kill a few to tip the stats in your favor.
- Are you targetting correctly? If you have 3 units vs three units do you target three on one or one on each one? (I'm not giving up all my tactical secrets)
In summary:
The more I play and test this game the more I take my hats off to the developers. It has layers of complexity that allow serious or more diligent gamers to use their brains to find strategies to prevail in many different ways. You could actually take either crossbows or longbows and do well if you play smart.
I don't play M2 online atm but I have competitively gamed in ladders and competitions in other games. I find good gamers just know more than less good ones about the tools they are using. I'm not saying this to slight others - I am saying that if you aren't getting results you expect using units in game consider that the problem is you and your gameplay not the game. Be willing to learn not just complain.
A final note on the historical accuracy debate. Consider that the longbow was refined about as much as it got to be early in the time range of this game. However crossbows evolved from weak wooden things that drew 250 pounds to steel killing machines drawing over 1,000 pounds by the end of the game era. Armor evolved from mail to plate in various forms. These two variables tipped the scale. It is a moving picture in other words. BTW best armor in that era - Milanese. Quite right that their armored crossbowmen are harder to kill. It is great to watch those elite crossbowmen come up close to failing opponents to increase kill rate and finish them off. I reiterate - I think the developers have done a great job. I wish more people acknowledged it and less people said nerf this and fix that without really thinking about what they are saying, checking their facts, and testing the game - repeatedly.
/end rant
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