Results 1 to 30 of 44

Thread: Multiplayer game discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Clan Takiyama Senior Member R'as al Ghul's Avatar
    Join Date
    Jan 2003
    Location
    ignores routers who aren't elite
    Posts
    2,554

    Default Re: Multiplayer game discussion

    We've had a very nice 3v3 match this week:
    TosaInu R'as Tomisama vs Asanorin CBR Alexandros

    Especially teppo units had to suffer a lot. Poor ashis:





    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  2. #2
    ..fears no adversary Senior Member Jochi Khan's Avatar
    Join Date
    May 2002
    Location
    South Wales UK
    Posts
    1,213

    Default Re: Multiplayer game discussion

    An interesting Thread Title.

    Some nice battle scenes there R'as
    R.I.P Great Warrior Ja mata TosaInu


    sat at the..Nomad Alliance..campfire



    Do your best and do it according to your own inner standard
    --call it conscience--
    not just according to society's knowledge and judgement of your deeds.

  3. #3

    Default Re: Multiplayer game discussion

    Failed center attack in 3v3.

    Defenders: White, Light Blue, Violet
    Attackers: Yellow, Green, Red




    Red outlined YA and YS are bad matchups against black outlined WM.
    Yellow outlined hatamoto and YS represent leading with the wrong kind of unit.







    Red outlined YS is a bad matchup against black outlined WM.
    The 4 green outlined WM units are bunched up, and the red faction has a YS partially overlapping a WM which is also overlapped by one of the green WM.
    Men fight at 1/2 combat ability if they are squeezed too tight.
    The 6 yellow outlined units are advancing in unsupported charge on the enemy wing instead of holding position and protecting the left flank of the center attack.























    The left flank of the attack has collapsed, and the central salient is eventually crushed from the sides by white and violet.
    Last edited by Puzz3D; 10-09-2007 at 09:50.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  4. #4
    Clan Takiyama Senior Member R'as al Ghul's Avatar
    Join Date
    Jan 2003
    Location
    ignores routers who aren't elite
    Posts
    2,554

    Default Re: Multiplayer game discussion

    The 4 green outlined WM units are bunched up, and the red faction has a YS partially overlapping a WM which is also overlapped by one of the green WM. Men fight at 1/2 combat ability if they are squeezed too tight.
    Red/Yellow/Green is attacking, right?
    That looks horrible. (no offense) Red/Yellow/Green puts 10 units against three light blue.
    After they finish the light blue units, green repeats the same mistake on the right in the last pic.
    Yellow attacking on his own on the left is probably a mistake that occurs more often. I think it's an urge to do something when your allies are already fighting h2h. I think people tend to think that it wouldn't be right to not attack but stand there.
    But from these pictures we can clearly see that yellow is moving too far away from his allies.
    There's also a good chance for yellow to be surrounded or at least flanked by white, that isn't taken care of. (not sure where that red cav from pic 1 went)

    R'as
    Last edited by R'as al Ghul; 10-09-2007 at 19:53.

    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  5. #5

    Default Re: Multiplayer game discussion

    Defenders: White, Light Blue, Violet
    Attackers: Yellow, Green, Red

    I added a few more screens between the second and the last screen. What's interesting to note is that, despite the attackers having 10 units (6 of them WM) vs 3 light blue units (1 YS bracketed by 2 WM with a 4th supporting cav arriving) in the center, the light blue units don't rout until they are flanked by additional attacking units.
    Last edited by Puzz3D; 10-09-2007 at 10:22.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6
    Senior Member Senior Member Tomisama's Avatar
    Join Date
    Nov 2000
    Location
    Illinois
    Posts
    2,836

    Default Re: Multiplayer game discussion

    Yes, it was an unfortunate starting into the attack to close together that got my monks clumped like that. And once fighting, they were almost impossible to break off. But later I did manage better control.

    You have to watch the whole replay to get the true picture. For example what is missing above is that those monks stayed fighting in the center long past the events above, taking a whopping 281 heads between the four units.
    Last edited by Tomisama; 10-09-2007 at 12:43.
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  7. #7
    Clan Takiyama Senior Member R'as al Ghul's Avatar
    Join Date
    Jan 2003
    Location
    ignores routers who aren't elite
    Posts
    2,554

    Default Re: Multiplayer game discussion

    Quote Originally Posted by Tomisama
    Yes, it was an unfortunate starting into the attack to close together that got my monks clumped like that. And once fighting, they were almost impossible to break off. But later I did manage better control.
    It's often difficult to break units off from melee. That's why one needs to plan these manouvers better. One of my own main flaws, I think, is that I don't execute the line attack moves properly.

    Quote Originally Posted by Tomisama
    You have to watch the whole replay to get the true picture. For example what is missing above is that those monks stayed fighting in the center long past the events above, taking a whopping 281 heads between the four units.
    That's a good kill count but also indication that kills aren't always relevant. If you had taken your monk units and had formed a line between the building and the red encircled unit in the first picture, you would've covered more ground, would've been able to get into the rear of the light blue and substitute the Hatamoto on the right for a monk unit.

    I've noticed that the defenders are often forced to move close together when they loose teppo protection or run out of ammo. Both things happened to Tomi and me when we defended in a 3v3 with Tosa. Tomi had lost some teppos and I'd run out of ammo. Tosa then moved closer to add more protection with his guns. I've experienced similar scenes in other games. The question for me is if that's really a good move because one gives away maneuvering space to the enemy and it can result in being vulnerable to backkills. It's quite a dilemma because if it's not starting to rain one is forced to attack. And if it starts to rain one is also strongly inclined to attack while the attacker's teppo advantage is useless.

    BTW, is that okay for you Tomi, that your play is picked as a bad example (together with your allies) in this context? Since Yuuki posted this without reference and you spoke up I guess it's okay. Just making sure that there're no hard feelings.

    It just crossed my mind that the moving speed combined with the holding power of units can be deceptive. I mean that I often ponder whether there's enough time to move my unit in the back of an already engaged enemy or if I just attack the flank or maybe just join the attack from the front. When I've decided to just go for the flank I'm often surprised at the staying power of the enemy unit and regret my decision not to have circled to the back.
    Last edited by R'as al Ghul; 10-09-2007 at 13:08.

    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  8. #8

    Default Re: Multiplayer game discussion

    Quote Originally Posted by Tomisama
    You have to watch the whole replay to get the true picture. For example what is missing above is that those monks stayed fighting in the center long past the events above, taking a whopping 281 heads between the four units.
    They did separate out into a line later. The 281 kills is average for 4 WM if we say that each player on a 3 man team needs about 720 kills if they expect to win. A unit costing 1000 would need 80 kills to be cost effective, although that depends upon the monetary value of those kills.

    total kills / total cost = 720 / 9000 = 0.08 kills/cost on average

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO