Author Topic: Ranged unit balancing  (Read 2135 times)

GundamMerc

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Ranged unit balancing
« Topic Start: January 16, 2016, 07:32:00 PM »
Currently ranged units are so extremely powerful that there is little use getting anything but the minimum infantry needed to hold off the enemy for a turn while archers slaughter everything else. Even when they get into melee, often times they do not flee from the lack of infantry cover, instead just sitting back and shooting as defenders sit and let the enemy shoot them. It's extremely frustrating, especially when your side SHOULD have enough strength to defeat an enemy army, but confusing mechanics make trying to lead an army a crapshoot.

Ehndras

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Re: Ranged unit balancing
« Reply #1: January 16, 2016, 07:36:49 PM »
Sounds like real-world combat to me! :)
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Zakilevo

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Re: Ranged unit balancing
« Reply #2: January 16, 2016, 07:45:51 PM »
Have you ever engaged them in a melee? They melt and panic faster. But panic takes time to spread. You won't see archers all panic at once because one unit of infantry reached them.

I think archers are in good position. They are heavily influenced by weather. Also the AI is not as smart. Get a few unit to go ahead of your army with skirmish. They will soak up all the arrows. Vix has been doing this since we lack archers.

Noone you know

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Re: Ranged unit balancing
« Reply #3: January 24, 2016, 10:41:05 AM »
Exactly. Just try some new tactics - I don't think these things have changed much for many years.

An aggressive infantry or cavalry charge should cure them of not bringing infantry to the game.

Zakilevo

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Re: Ranged unit balancing
« Reply #4: January 24, 2016, 08:27:02 PM »
Archers are better now because some bugs that made them crappy plus they just became more consistent. Of course the most consistent unit type is infantry still which makes them the most popular unit to pick up among all other types.

Also, nobody is stopping you from building archer RCs to get your own archers ;)