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  1. #1
    EB annoying hornet Member bovi's Avatar
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    Default Re: Unit stats dev topic

    No lethality? Gah! No wonder battles in M2TW go so fast and cavalry charges are instagibs. I would suggest overall relatively high defense values then.

    I thought the attack values listed for the various weapons were the total attack value. Adding attack skill makes it more a guideline, which is quite okay.

    The missile weapons seem extremely powerful compared to the armour values. They're mitigated by the fairly high shield values, but flank attacks will be carnage. Also considering all the guys fire while the melee guys only fight with the first row, missiles in general seem to be overpowered. As the crossbow/arbalest are highly armour piercing and the missile is not always lethal (hits to nonvital parts for instance), perhaps it would be better to have the attack values fairly low and give them ap instead. Or is that too not in use any longer?

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  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Unit stats dev topic

    Quote Originally Posted by bovi
    No lethality? Gah! No wonder battles in M2TW go so fast and cavalry charges are instagibs. I would suggest overall relatively high defense values then.

    I thought the attack values listed for the various weapons were the total attack value. Adding attack skill makes it more a guideline, which is quite okay.

    The missile weapons seem extremely powerful compared to the armour values. They're mitigated by the fairly high shield values, but flank attacks will be carnage. Also considering all the guys fire while the melee guys only fight with the first row, missiles in general seem to be overpowered. As the crossbow/arbalest are highly armour piercing and the missile is not always lethal (hits to nonvital parts for instance), perhaps it would be better to have the attack values fairly low and give them ap instead. Or is that too not in use any longer?
    Well I'm not quite sure what to do with missiles. I kind of like giving the shield a huge effect on them and I want to lower the accuracy in general so that missiles become more of an area attack weapon than a trueshot weapon (except for crossbow-style weapons). I had hoped to give crossbows a much longer reload time to compensate for their high stats and good accuracy.
    Archery units in M2TW aren't particularly effective when standing behind your lines unless they can get a clear view on the enemy. I think that the physics engine slows arrows down a bit after flying for a while (at least their effectiveness severely decreases when they use high angles), but I'm not sure about that, it's just a gut feeling.

    And both melee and ranged units are supposed to tire quickly which means that neither will archers stand behind the lines the whole time just shooting (which will also be limited by ammo) nor will additional melee units just stand around behind your lines. Instead you should have to keep reserves to replace tired units.

    All of this is highly hypothetical though as so far I didn't do any proper in-game unit tests.

  3. #3
    Magistrate of Pirkka Member Sebastian Seth's Avatar
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    Default Re: Unit stats dev topic

    Just an idea...

    Medieval 2 Total War, has a small short coming on the unit attack stats. So when we do a list of weapons and their attack value to suit the game, we only look one number. Where as it should be two numbers: 1. Attack Rating of the weapon (Damage) and 2. Attack rating of the man wielding the weapon (Skill). So when counting/estimating these attack values, it could be better that we make exell sheet where you have weapons attack values and the skill level of the man count seperately and then together. Then just put the counted value there. There is similar thing in defence ratings of M2TW. Theres skill, armor and shield values seperately.

    Quick example:
    Knife: 1
    Sword: 3
    Long Sword 5

    Peasant: 1
    Militia: 3
    Veteran 5

    So now having veteran wielding sword vs peasant wielding long sword = 5+3 vs 1+5 = the veteran would win by two points due experience.
    So then having militia with knife vs peasant with long sword = 3+1 vs 1+5 = the peasant would win by 2 points due better gear.

    (Example is just random numbers. But made it quick to clarify the idea.)

    Same can be used with the crossbows and ranged weapons... in a hands of unskilled peasant they are not that effective. Chevrons (experience) changes it tought.
    Humans very easy to make and very hard to understand. - SS

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