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  1. #1
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    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.

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  2. #2
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Multiplayer game discussion

    Hello,

    Controlling engaged units is very hard indeed.
    Ja mata

    TosaInu

  3. #3
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Multiplayer game discussion

    Quote Originally Posted by R'as al Ghul
    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.
    Hello R'as al Ghul,

    Being seperated makes vulnerable to being doubled by the opponents.

    I recall that we also lost some meleeforces (I was largely left unattended, so the loses were on you and Tomisama, while it seemed more distributed for the opponents).

    Just cramping together and waiting is not a good thing as you'll lose the one sided missile duel.
    Ja mata

    TosaInu

  4. #4

    Default Re: Multiplayer game discussion

    Imptuous engaged units are quite hard to disengage in my experience indeed - others however appear to be more easier (such as YS or YC). The withdraw command enables reliable disengagement most of the time without giving the risks that the rout command does (cntrl+w=withdraw, cntrl+o=rout), i found out.

    Noir
    Last edited by Noir; 10-09-2007 at 15:17.

  5. #5
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Multiplayer game discussion

    Quote Originally Posted by Noir
    The withdraw command enables reliable disengagement most of the time without giving the risks that the rout command does (cntrl+w=withdraw, cntrl+o=rout), i found out.

    Noir
    Why would you rout a unit if the game is not yet over? Doesn't the rout command work by lowering the morale? The loss in morale is not easy to get back.

    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

  6. #6

    Default Re: Multiplayer game discussion

    Quote Originally Posted by R'as al Ghul
    Why would you rout a unit if the game is not yet over? Doesn't the rout command work by lowering the morale? The loss in morale is not easy to get back.
    A routed unit disengages immediately. The unit gets morale back when it leaves the vicinity (75 meters) of enemy units, and you can infuse +8 morale with the Rally key. The main problem with intentionally routing units is that friendly units get a morale penalty when in the vicinity (75 meters) of a routing unit. This can trigger a chain rout if you do it at the wrong time.

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