Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

B.M.M. II (Better Missiles Mod 2)
BlueMt  [developer] 8 Mar, 2015 @ 2:04pm
Constructive Criticism
If it's aimed to insault, its getting D-D-D-DELETED.
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Showing 1-9 of 9 comments
Gransniffer 19 Mar, 2015 @ 11:17am 
I have none.
Mephisto 25 Mar, 2015 @ 8:19pm 
Really nice work, i love the firing arch, looks epic. But for my taste, the Javeline Men are quite too powerfull. Cutting down my roman legionary cohort, as if they wouldnt wear armor n shields. Keep up the good work!
BlueMt  [developer] 26 Mar, 2015 @ 12:01pm 
@Mephisto THANKS!!! FYI my reason is that a jav would punch through armor. I tried to Ballence it by loweing the JAV Count each unit has. If Its keeping you from playing the mod, you can use the PFM to reduce JAV damage. Either way, enjoy the mod!
UFOHello 4 Apr, 2015 @ 10:54am 
I really like the idea and many of the features of this mod, but I'm going to have to remove it. Realistic or not, slingers' stones now seem to have the range and damage of artillery, but with much more accuracy; they now absolutely shred my heavy infantry. I've played defensive battles where the slingers were able to stand outside the town and destroy my stationary units with incredi, even while they are facing the slingers and in hoplite/shield wall. If cavalry have to go any significant distance to take them out, they are routed long before they reach their target by the devastating fire.

I have heard that slingers were able to pierce armour, but I find it hard to believe that it was possible that often and at that range. Especially against quite slow moving armies like the Greek States these cheap units are just way too powerful, at least for me.
.Ewan McGregor 9 Apr, 2015 @ 2:08pm 
You should think about nerf slingers, 3 squads of eastern slingers has killed my 4 squads of Egyptian Pharaon Archers (elite, well armored bowmens). After that i've done a test in custom battles, medium tier slingers kills royal peltast squad 1,5 times faster than elite archers, it is okay?
Except that this mod is really amazing.
Last edited by .Ewan McGregor; 9 Apr, 2015 @ 2:09pm
limetownjack 11 Apr, 2015 @ 12:20pm 
this mod makes archers perfect imo.

slingers seem a little op as ive had creatan archer units completely obliterated by ai helot slingers who have no line of sight.

also javelins are a little op. cheap enemy light cavalry shouldn't decimate a hoplight wall unit with 80+armour without even flanking, right?
ManatAdam 28 Apr, 2015 @ 3:39am 
I don't know if it happens to someone else, but my siege towers get WRECKED by Celtic Bowmen... come on...
ChibiFenrir 7 Jul, 2015 @ 6:39pm 
So dabbling in some campagin and I am finding that jav's are a bit on the to strong side(jav cav are deadly which is a first) Imo I would surggest lowing the AP damage of javs(I am unsure what your base/ap damage for javs are) but I feel that it is the high AP damage that cause them to just shread any unit in two throws. As for slingers I feel they shouldn't have AP damage at all or only very little AP, I feel you should balance slingers to be how they are in arena and thats to be anti-range units so a count to archers, javs and missile cav.
Argon 23 Aug, 2015 @ 7:18am 
I'm making this mod work, because it does make the campaign that much more challenging. However... while most units have a proper counter in a manual battle, the auto resolve HEAVILY favors javelins, peltasts and horse skirmishers. Like oh my god it's ridiculous. 2 Tarantine Calvarly units get 900 kills between them. (That's also a problem, horse skirmishers still have their old ammo values, unless another mod I have is conflicting but I made sure to put this mod at the top of priority).

In my personal opinion, the armor penetration of slingers should be next to non existent, save the handful of elites, due to the sheer amount of ammo and range and fire rate they have. Or if you'd prefer to keep the armor penetration up there, it would make sense to remove the incendiary round for low tier slingers, and lower the ignition value from low to very low. As it stands now, I can take 3 rhodian slingers to a barbarian capital, turn on flammable slings, and torch the gates open, and every single scorpion tower before I approach due to their ammo, fire rate and range.

I do love the ability to use different style armies against different factions. Bringing slingers in lieu of ballista or onagers when fighting northern factions or raping those ♥♥♥♥♥♥♥ horse archers of parthia with peltasts. It's phenomenal how this mod has changed the game for me and the way I calculate my advance and build my armies in the campaign. But it's not balanced quite yet, and I know the incentive to tweak it at this point with Atilla out is probably fairly nonexistant... but you really have quite a work of art here.

I loved your B.A.M. when I first picked up Rome 2, but I ended up always rolling a greek faction, bringing 10 cretan toxatoi and whatever else I felt like, and raping the siege walls with arrows and killing half or more of the army before I even got started. It was great for a beginner like me, but it didn't challenge me like this mod does. It's just not challenging for the right reasons.
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