Originally Posted by
Point Blank
Some of the pike changes are:
-secondary weapon removed, as you note
-animations heavily altered, for example pikes level on approach to opponent, defensive animations have been removed, times to turn left and right are increased, movements in combat forward and backward altered, 'aggressive' pike anims further altered, attack frequency and speed reduced
-formation integrity altered based on training level
-horizontal separation between pikemen based on quality level
-separation depth based on quality level
-pike weapon attributes reflect relative effectiveness vs inf and cav
-pike defense stats further reduced
-above contributes to flank and rear vulnerability
-pikes are heavy as reflected in heat stat
-unit marching speed altered by unit quality
-pike terrain effects customised
That's off the top of my head after over a year of absence.
For the 2-handers, some changes are: the animations have been extensively updated and tuned to the weapons, weapon use radii reflect space needed for effective employment and tactical function of that particular unit (eg some 2H sword units are specialists vs pikes), stats depict 2H common use as assault/shock units that deliver powerful attacks but often suffer in prolonged melee.
As I said have a look at the RC Guide and animation file if you can. The animations used in RC are a crucial aspect.
Note that attack values reflect both damage delivered to a target (standardized to Joules delivered to a point), weapon weighting bias and its implications vs target agility, and method of employment. These work in hand with the animations.
Germanicu5's BattleAI is also an important factor I think.