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  1. #1
    Slaying Pagans near you! Member TeutonicKnight's Avatar
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    Default Re: Charges, Total Frustration II

    I'm using 1.2, and I'm having a harder time with charges than I did with 1.1/Carl's fix.

    Last night, I set up a "perfect" charge, and all my Templars did was walk up and start bonking with their swords. Very disappointing.

    On the other hand, I've had occasional success now with the double-click method. At least they get there faster, and occasionally one or two will deploy a lance.

  2. #2
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Charges, Total Frustration II

    Quote Originally Posted by TeutonicKnight

    Last night, I set up a "perfect" charge, and all my Templars did was walk up and start bonking with their swords. Very disappointing.
    I think if you command an attack from within the charge range (which is substantually longer in vanilla than in Carl's mod) then they will simply trot into contact and will not charge...

    The same applies to infantry but with a shorter charge range obviously...

    At least this is what I think I have observed

  3. #3
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Charges, Total Frustration II

    The other thing that's really obnoxious is when you single click to charge, the units will walk up and when they hit the charge distance, they stop, THEN get going... From my reading, this isn't at all how it works. Oddly enough, with all it's historical inaccuracies and whatnaught, the heavy horse charge in Braveheart (where they get skewered on the poles, twice as long as a man, some men are longer than others!!) where they proceed in a "formation" and then lower/couch lances and go full tilt at a certain range is just about how it worked. My guess that the reason they did this is to let a unit "get back in formation" before charging (and getting out of formation in the process) due to how they implemented cohesion mechanics, which in M2TW are terrible. v1.2 has some slight improvements, but not much.

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  4. #4

    Default Re: Charges, Total Frustration II

    i agree about the trampling russian winter that's what would happen in RTW. Can anyone charge a unit already engaged in the flank or rear?

  5. #5

    Default Re: Charges, Total Frustration II

    I suspect when you single click to charge it is the unit's 'may charge impetuously' trait that makes the AI take over the charging.

    I have ran over a long distance on the battlefield with my bodyguard unit into an enemy only to get a perfect charge. It seems quite out of the players control.

    This should be fixed.

  6. #6
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Charges, Total Frustration II

    The real answer to this and the root cause goes back to multiplayer vs. single player. Going back to CA's earlier comments before the game was released and slightly after, it was revealed that the new charging mechanics were implemented mostly due to the MPer's complaints about cav spamming in MP games, the new charge mechanics were an attempt to "balance" that out. Part of the problem is that many (most, if the impressions I am getting from the overall community are accurate) of us SPers hate it, and don't want half of the things that the MPers want.

    The real answer and the win-win situation is that the SP and MP game mechanics should have been separated awhile back. Hopefully this will be the case in the next game.

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  7. #7
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Charges, Total Frustration II

    You can do a charge without the stop pause thing...

    Allow you unit to walk towards to the target and shortly before the charge range you instruct the unit to start running. Now when it hits charge range it will transition from run to charge without pausing... I picked this up from observing the AI...

  8. #8
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Charges, Total Frustration II

    Quote Originally Posted by Bob the Insane
    You can do a charge without the stop pause thing...

    Allow you unit to walk towards to the target and shortly before the charge range you instruct the unit to start running. Now when it hits charge range it will transition from run to charge without pausing... I picked this up from observing the AI...
    By that logic, you should only get the 10% charge. Honestly though I can't tell that much of a difference between the 10% charges and the single click charges now in v1.2, which leads me to believe that it's either A> broken or B> been removed from the game. Then again I'm running the game on my horrible work laptop with all settings as low as they can get, so it can be hard to tell.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

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