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  1. #1

    Default Re: Improving Archers

    Quote Originally Posted by bondovic
    As for the first part I don't see it as inherently bad that a unit is under fire for a shorter time, and, as I understand you, recieve less of a moral penalty. Does it change the gameplay? Apparently so.
    It changes gameplay in that it makes the game less tactical. Archers should primarily be morale breakers and should assist in wearing down and enemy not simply units that decimate a chosen enemy unit.

    Quote Originally Posted by bondovic
    Does it make the game unplayable? Certainly not. It just means less time spent on skirmishing and fighting a foe with slightly better morale. "Unrealistic blitzing". Hmm. What's so "unrealistic" about non armoured units dying from arrow fire?
    Non armoured units may still have shields with which to catch incoming missiles, so they won't all drop dead under fantasy movie style arrow storm.

    Quote Originally Posted by bondovic
    800 arrows killed 17 katatanks. Is this also unrealistic? Have you not read my posts that carefully?
    You increased lethality as I understand it? But the armour that keeps the Kataphraktoi alive vs regular missiles is still there. This is perhaps why your arrows had little effect, though Puzz3D would know more about this than I would. It's not just a case of altering one parameter as I understand it, but involves a careful balancing several.

    Quote Originally Posted by bondovic
    I'm hear you, when you say that the "best" way to improve archers is by giving them more ammo. That would be from within your box of thought (no disrespect intended). I'm calling for a change in gameplay - as opposed to a slight change in balance that would be an improvement inside the parameters of the existing role for the archer units.
    Not from within my "box of thought" as you call it, but from within my own experience of the tests that I've run in the past and from reading the info available on this board. At the end of the day though it's up to you, I can only give an opinion which is what you asked for in your first post on this subject:
    Quote Originally Posted by bondovic
    Thoughts?

    Quote Originally Posted by bondovic
    For me it's more challenging facing these new archers. And I like the faster pace of the battles. I understand now, though, that this is not appealing to most, and I shall proceed to withdraw in order to become one with my shame.


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    It may be challenging facing those new archers, as it is challenging facing Viking Huscarles, but as with the latter it's also far too easy when you're the one fielding these types of units. IMHO the kind of archer you're trying to develop reminds me too much of Javelin units, in that it will fire a volley at a particular unit, deal out massive casualties and rout that unit instantly. The slower morale damaging effect of shortbow archers, especially with increased ammo count, is a more effective and balanced model. Historically archery was used in this manner, in that it would keep an enemy unit pinned down and demoralised.

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  2. #2

    Default Re: Improving Archers

    Quote Originally Posted by caravel
    It changes gameplay in that it makes the game less tactical. Archers should primarily be morale breakers and should assist in wearing down and enemy not simply units that decimate a chosen enemy unit.


    Non armoured units may still have shields with which to catch incoming missiles, so they won't all drop dead under fantasy movie style arrow storm.


    You increased lethality as I understand it? But the armour that keeps the Kataphraktoi alive vs regular missiles is still there. This is perhaps why your arrows had little effect, though Puzz3D would know more about this than I would. It's not just a case of altering one parameter as I understand it, but involves a careful balancing several.


    Not from within my "box of thought" as you call it, but from within my own experience of the tests that I've run in the past and from reading the info available on this board. At the end of the day though it's up to you, I can only give an opinion which is what you asked for in your first post on this subject:




    It may be challenging facing those new archers, as it is challenging facing Viking Huscarles, but as with the latter it's also far too easy when you're the one fielding these types of units. IMHO the kind of archer you're trying to develop reminds me too much of Javelin units, in that it will fire a volley at a particular unit, deal out massive casualties and rout that unit instantly. The slower morale damaging effect of shortbow archers, especially with increased ammo count, is a more effective and balanced model. Historically archery was used in this manner, in that it would keep an enemy unit pinned down and demoralised.

    You make it sound like I have constructed a super archer that consumes the enemy on sight. About the only thing that is significantly different from before is that HA's are a little bit more effective, since they don't need 15 volleys (or such, I'm probably exaggerating wildly now) to damage defending screening cavalry. As to not cause additional confusion on this, the screening cavalry will probably be mounted sergeants, steppe cav, hobilars etc - not the heavily armoured chargers such as knights and kata (I made the mistake of calling all meele cav "heavy cav" in an earlier post). My main point was that it is too easy to neutralize HA's under vanilla stats by chasing them from the map. I feel there is need for clarification regarding this, since this point seems to get lost quite repeatedly. Now, the HA's are at least a threat, as it is possible to hurt light cavalry screeens with a couple of volleys.

    The shields are really out of my control, as long as I don't edit them out of each unit. So, those units probably won't die especially either. As a matter of fact - they don't. So, again, I don't see how you can call this "fantasy movie arrow storm style" and such. It really (really!) isn't that bad!

    I gladly accept that people don't like the idea of faster killing with arrows because they like the gameplay fine as it is. I just don't want you guys to get the wrong idea about what I've done, as I feel that you have. I just hoped someone would like the idea, beacuase... well, it's always nice when people like your ideas.

    But I hear you, I hear you.

  3. #3
    Young Paladin Member Ravencroft's Avatar
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    Default Re: Improving Archers

    Dude, I get it. Really.

    So HAs are now supposed to be able to kill a few light cav now, innit?

    So it basically doesn't make them overpowered or anything, just makes them more potent killers (although I agree that archers are meant to break enemy morale) so you can harass them more, right.

    That's all my two cents' worth.
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  4. #4

    Default Re: Improving Archers

    Thats's about it, yes.

  5. #5

    Default Re: Improving Archers

    Quote Originally Posted by bondovic
    I gladly accept that people don't like the idea of faster killing with arrows because they like the gameplay fine as it is. I just don't want you guys to get the wrong idea about what I've done, as I feel that you have. I just hoped someone would like the idea, beacuase... well, it's always nice when people like your ideas.
    I don't like your new gameplay because your archers inflict their full damage in 16 seconds. That's not enough time to either return fire effectively (the target unit will loose too many men to the first volley) or to move the target out of range (the units don't move fast enough to get out of range in 16 seconds). Your archer is no longer a skirmisher, but is now a unit used to inflict unacceptable looses upon a charging enemy which is something archers could not do historically.

    The trajectory of the arrow tends to carry it over the heads of units moving towards it especially cavalry which move faster than infantry. This is intentionally designed this way so that archers are vulnerable to all types of cavalry to maintain the combined arms gameplay. It also means the defender has to come close to matching the melee power of the attacker minus whatever advantages he can achieve against the attacker using terrain, fatigue and ranged fire. You don't want any one tactical factor to predominated because that will devalue the others. The full potential of the gameplay is realized only when all the tactical aspects of the battle engine are balanced relative to one another.
    Last edited by Puzz3D; 03-24-2008 at 17:05.

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  6. #6

    Default Re: Improving Archers

    Quote Originally Posted by Puzz3D
    Your archer is no longer a skirmisher, but is now a unit used to inflict unacceptable looses upon a charging enemy which is something archers could not do historically.
    Actually, archers were able to do exactly this. The Longbow especially, but other non armour piercing arrows were effectively designed to take out infantry and horses if not always the heavily armoured knights. And if the historical archers corresponding/translating to MTW's basic 'Archer' were not particularly effective, the composite bow wielding archers of Eurasia and the middle east were (meaning - Turcomans, Mamluks, Jennies, Steppe folk etc.)!

    Anywho. There is not a system for simulating injuries in MTW. We'll just have to accept that a mounted unit that get their horse shot up counts as 'dead' rather than see a foot unit 'pop up' in its stead (although that would be awesome). Same with injuries, but that's easier - severe injuries = dead in game, minor injuries = not dead in game, shot up horse = dead in game. And this is why I feel that my changes are not completely outlandish regarding the simulation of history.

    But my guess is that you don't really want to roll with the Historical Accuracy argument all the way, since gameplay goes out the window if everyone uses 75% archer armies. Thing is, maybe the generals of old could have used 5 yrs+ of MTW gaming before going to field. We, ofc, understand that, basically, no matter how powerful an archer we face (as long as it is within a certain range) 75% archers is easy pickings if we sport enough cavs. Which has been my point all along. I just wanted to be able to use HA's in a different (I confess, more historically accurate) way, which had a rippling effect on all missile stats. I dig the Turks, so shoot me!

    Just wanted to call you on this.

  7. #7
    Member Member Brave's Avatar
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    Default Re: Improving Archers

    Nah not for me, a bet a lot of work went into researching the archers' kill rate and CA found that to be the correct value. Leave it as it is.

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