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Anyway, if you weren't aware already, some folks on reddit did some massive testing with regards to how armor, armor pen, attack and defense skills, charge/fatigue, etc actually work in game. Some of their findings are very interesting!
https://www.reddit.com/r/totalwar/comments/4m9sdw/how_melee_attack_and_defense_armor_and_damage/
There's some really interesting things in there. How melee attack/defense scale with each other, how even low amounts of armor can block pretty much *all* non-armor piercing weapons, how cavalry impacts ignore armor, etc.
There's also some specifics they touch on, (like halberdiers apparently attack 33% slower than they say they do? idk)
Anyway, stuff you might already be aware of, but potentially quite useful for a modder.
I'm a huge tabletop fan and have played since 5th edition, so bringing things closer to my nerd roots is always my goal. My only real gripe so far has been that cavalry charges feel somewhat lackluster, and that potentially the AI's units can regroup way too many times on higher difficulties.
In tabletop, of a unit of chaos knights charged into the front of basic empire state mooks they'd come probably annihilate them in one go.
Anyway, loving your mod so far. Thanks!
For the cavalry I might just increase their charge speed a bit as charge damage increses with it.
Also in this game units with exhaustion also lose their armour, although it is not stated in the UI.
NateRate, this was something I noticed too. I wanted to change it yesterday but forgot to include it.
The trolls are hard countered by your flamethrowers while your quarrelers focus down the giants but the numbers of them make you lose out by attrition. The trolls run away, regenerate and come back for seconds meaning as the battle progresses there is just too many to handle.
The other thing ive also noticed is the slayers of the dwarf army do nothing againt the large units, they just die even in a one on one (or as close to it as ive managed in the middle of battle). Think they might need a bit more of a specific boost in that area.
Ranged units simply run away, regroup in no time and start to shoot back as if nothing happened, so your only option is to is to chase them 24/7 which is definitely an issue on higher dificulties.
I think that if a terrorgheist jumps into a pack of goblins and breaks them,they shouldnt be mentally ok and combat ready not even minute after that as if nothing happened :"D
Yes I know. But the AI always makes the worst choice and keeps his units on the walls. If you keep a standing army of 4-6 mortars that you bring as support to every siege, it makes them trivial. I'm guessing the towers have the strength and range they do in vanilla to shore up poor Siege defense AI. I know Kam and several people hate the vanilla towers, I just wanted to point out nerfing them opens up a cheesy tactic the AI can't handle.
Oh and I just realized I should have posted this in the specific unit balance thread.
Siege was kind of designed with this in mind, and it because exploitable. Defending is already pretty hard as is. A few canons will now make walls irrelevant.