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Thread: Cavalry charge in 1.2

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  1. #1

    Default Cavalry charge in 1.2

    I'm not sure - but in my opinion cavalry could charge too easy. I'm not sure if this is because of mod that I'm using or because of patch. But before it was really hard to charge with cavalry - and it was good. Especially heavy knights must have a lot of flat terrain to make really good charge.

    Now we can just charge from static point my knights are charging after 1 second. It's step back in my opinion

  2. #2

    Default Re: Cavalry charge in 1.2

    With all the people from before who complained that cavalry charges were too hard... I don't think CA is going to please everyone in this department, no matter what they do.

  3. #3

    Default Re: Cavalry charge in 1.2

    In my opinion cavalry charge is too weak, while there ensuing melee is too strong. In reality the charge was the battle winner, and the cavalry was weak in prolonged melee.

  4. #4

    Default Re: Cavalry charge in 1.2

    Quote Originally Posted by Player44 View Post
    In my opinion cavalry charge is too weak, while there ensuing melee is too strong. In reality the charge was the battle winner, and the cavalry was weak in prolonged melee.
    Actually it would be cool if the "charge through" was the default behavior for a cavalry charge- or at least an option.

    They'd run and slam into the enemy lines and keep riding til they were well behind them, avoiding as much as possible being tangled up in melee.

    Of course, anti-cav infantry could keep them pinned down, unable to charge fully through the lines.

  5. #5

    Default Re: Cavalry charge in 1.2

    Quote Originally Posted by johnny5000 View Post
    Actually it would be cool if the "charge through" was the default behavior for a cavalry charge- or at least an option.

    They'd run and slam into the enemy lines and keep riding til they were well behind them, avoiding as much as possible being tangled up in melee.

    Of course, anti-cav infantry could keep them pinned down, unable to charge fully through the lines.
    Good lord YES!

  6. #6
    Freddy Krueger's Avatar Libertus
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    Default Re: Cavalry charge in 1.2

    Quote Originally Posted by johnny5000 View Post
    Actually it would be cool if the "charge through" was the default behavior for a cavalry charge- or at least an option.

    They'd run and slam into the enemy lines and keep riding til they were well behind them, avoiding as much as possible being tangled up in melee.

    Of course, anti-cav infantry could keep them pinned down, unable to charge fully through the lines.
    I agree with you on this one as well. I hate charging in cavalry, then telling them to fall back, and only a couple actually fall back and then turn around and get back into combat.



    Freddy Krueger is eagerly awaiting Empire: Total War to be released.

  7. #7

    Default Re: Cavalry charge in 1.2

    omg lol...

    I feel so bad for the game testers and forum readers- for the CA staff that listened for countless months about "how weak" cavalry are...

    only for you sir, to speak up and complain now...

    You are a perfect example to everyone why it is impossible for CA to please its fan base. How can CA give us a good game... when its fan base wouldn’t know what a good game is, if it jumped out of their computer and hit them in the forehead with a smiley icon.

    ***But you know what your absolutely right... I did enjoy trying to flank an enemy with cav. only to have that first knight stop feet way from his target and have his whole regiment just strole into their utter destruction.

    Or better yet I enjoyed that one rock that stood in front of me and victory... only to slow my charge and destroy my unit coherency... that resulted in a fail charge. Because I know if I was in a 30 man unit and Sir Joe got held up by avoiding a rock, Id slow down to a crawl and just walk into the enemies formation.***

    BUT YOU KNOW WHAT YOUR ABSOLUTLY CORRECT!!! EVERYONE ELSE WAS WRONG IN THINKING CAV. WAS UNDERPOWERED!
    Last edited by Uniema; August 02, 2007 at 11:15 AM.
    Oh... wont someone think of the children?

  8. #8

    Default Re: Cavalry charge in 1.2

    Heavy Horse on open terrain, with a good solid charge, should smash any infantry force that is non pike or is not exceptionally deep (and even then the front ranks should take ruinous casualties.

    Massed Frontal Chevalier charges FOR THE WIN!

    As for making effective charges in game, well, I don't find it easy. For my companies to make a properly formed charged requires them to be at some distance, in perfect order, etc, which isn't the easiest thing to manage in the heat of a battle after the initial clash.

    Also, Heavy Horse companies are also very expensive to recruit and maintain, so it is not easy to field large numbers in most mods/difficulties. And they are easily countered with dirt cheap pike and armored spear formations.
    Last edited by Gabriel A; August 02, 2007 at 11:43 AM.


  9. #9
    Flogger's Avatar Senator
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    Default Re: Cavalry charge in 1.2

    Quote Originally Posted by johnny5000 View Post
    Actually it would be cool if the "charge through" was the default behavior for a cavalry charge- or at least an option.

    They'd run and slam into the enemy lines and keep riding til they were well behind them, avoiding as much as possible being tangled up in melee.

    Of course, anti-cav infantry could keep them pinned down, unable to charge fully through the lines.
    You could try charging the enemy lines then double clicking behind the enemy unit once the momentum is gone.
    Stealing TWC's smilies since 2005

  10. #10

    Default Re: Cavalry charge in 1.2

    I've always though it's ridiculous how cavalry just sit there and duel with people after they charge. In reality, cavalry didn't stop moving in a battle. They would keep riding around and swipe at people as they rode past, it's what made them so good.


  11. #11

    Default Re: Cavalry charge in 1.2

    Aye,

    Efficient use of heavy horse requires quite the micromanagement in a battle - really its the only reason I use pause (which I rather not ought have too).


  12. #12
    thoscme's Avatar Semisalis
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    Default Re: Cavalry charge in 1.2

    it would be really cool if anyone could do anything about it? or ain't that possible?
    proud norwegian

  13. #13
    nOObKiLLa's Avatar Civis
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    Default Re: Cavalry charge in 1.2

    you know what, give the idea to King Kong the maker of Stainless Steel Mod and see if he can incorporate that into his mod and then if manages to do so successfully,we can port that script over to Empire Total war. The the enenemy would form infantry squares with bayonets and MUSKETS and RIFLES and BAYONETS!!!! YES YES YES!!!!

    IF not give the idea to a CA Mediator on there website/posts and fun fun fun

  14. #14

    Default Re: Cavalry charge in 1.2

    i think its stupid how only the front of the cavalry are attacking while the rest have a cuppa tea.

    all of them should be attacking not just the front, same with all the other units like infantry. The infantry should only be like that when defending from a charge.

    "i said attack god damn it" click* click* click*
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  15. #15
    Razbojnik's Avatar Tiro
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    Default Re: Cavalry charge in 1.2

    Can someone tell me why is the cavalry in RTW m much stronger than in M2TW?In RTW,i could decimate any unit of heavy infantry,even praetorians,with just one unit of Barb Noble Cav(Not to mention Cataphracts or Companions)

  16. #16
    N3rull's Avatar Semisalis
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    Default Re: Cavalry charge in 1.2

    I believe cavalry's biggest malfunction is that the devs forgot to mention the *horse* in the cavalry unit's stats and game mechanics.

    You see, if we have four INFANTRY units:
    a) one unit of unarmoured blokes without shields,
    b) second without armour as well, but with shields,
    c) third with good armour only
    d) well armoured and with shields

    Then:
    a) should be easily ripped with arrows and swords.
    b) should be capable of withstanding arrow fire, but should still be somewhat susceptible to sword fights.
    c) should be somewhat resistant in both fields
    d) should be a panzer battalion.

    However, imagine any of the above on *unarmoured horses*. Respectively:
    *a) with horse would be hobiliars.
    *b) with horse would be, say, Jinettes.
    *c) with horse would be Norse Clerics.
    *d) with horse would be Conquistadores.
    (a collision of *b and light armour breeds Polish Strzelcy, who are too tough by all means, which is one of the reasons they are the most imbalanced unit in the game)

    The difference between infantry a/b/c/d and the mounted *a/*b/*c/*d is that any horse version mentioned above should be easily owned with missile fire. Any melee weapon should also be lethal IF they ever end in a stationary fight.

    Why? Because it doesn't matter how many tons of steel you encoat yourself in, if you're riding an UNARMOURED horse, shooting the horse or slicing its throat or leg is EASY and means you end up on the ground with possibly a broken neck.

    It is true that a fully plated Horse with a fully plated Rider should be an unstoppable force in both a charge and in melee. Even spears should not in any case be an insta-death for them.

    What this game does, however, is completely ignoring the horse and focusing only on the rider's 'stats'. A rain of arrows will never hit the huge, unarmoured horse... noo... the arrowheads will only target and break on the shining plates of its rider's fancy harness.
    Fully tankzored Gothic Knight is more likely to get killed by a Peasant Archer than a Conquistador on an unarmoured horse. And that's because he has a little lesser stats. Oh, and the *horse* under the conquistador has two hit points.
    LAUGHABLE.
    Last edited by N3rull; January 20, 2008 at 05:41 PM.

  17. #17

    Default Re: Cavalry charge in 1.2

    My biggest gripe with cavalry is that, for me at least, they get one charge and that's about it. Maybe it's been fixed in a patch (I'm not bothering patching, getting Kingdoms on Wednesday), but when I try and withdraw to set up for a new charge my cavalry gets slaughtered. Doesn't matter what the unit is, it's always the same.

    Last night I had a battle which was one unit of Mailed Kinghts vs 1 unit Longbowmen, 2 units of Peasants. I charged in, almost annihilating the poor peasant unit I hit without any losses for the Knights, then tried to withdraw and lost 11 men. Peasants can slaughter Mailed Knights while they are trying to withdraw????

    Yesterday I was in a seige battle and snuck my General outside the gates. I waited until after the gates had been battered open, one of the walls was badly damaged and all the Spearmen were well away from the siege engines before I charged in from the flanks. There were three units of Catapults and one ballista. I targeted the far Catapult, started my charge, plowed through the Ballista... and then was stopped dead at the second Catapult. I withdrew and lost seven General's Bodyguards to the pursuing Catapult Crew, then lost a further five in the second, successful, attack which finally rid me of the siege engines.

    Please tell me this is one of the things that were fixed. It's ridiculous that things like this can happen. It should be expected when trying to withdraw from some certain types of unit, but Peasants? Give me a break.

    On the upside, I also charged head on into a full unit of standing Armoured Spearmen the other day, with a full unit of Mailed Knights. Only 18/40 Knights limped away, but the 23/75 remaining Armoured Spearmen ran like greased lightning

  18. #18
    N3rull's Avatar Semisalis
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    Default Re: Cavalry charge in 1.2

    It's corrected. Don't flame something that's out of date still, it isn't that stupid of a bug. Look up my post. Mailed knights ride unarmoured horses, so they shouldn't be counted as "wholly encased in heavy mail". Peasants have pitchforks, which are a very good weapon against an unarmoured horse, by the way ;d.

    There is another 'cheat' to cavalry charges which makes them, sorta, terminatorish if you have the guts to do all the necessary 'micromanagement'.
    If you withdraw your cavy from melee and tap 'Backspace' a few times, their heavy lances pop up in their hands. Charge again for skyrocketing enemy losses. The problem is to control the distance all the time and manage the cavalrymen who lag behind (ordering the whole unit to run in a different direction to a point far away helps in getting members of the unit from melee)

    Or another bug that happens - sometimes your cavy simply won't stop charging even though they become stuck in melee. The horses maintain in a gallop animation without actually moving, the riders continuously stab with their lances and they retain all their charge bonuses.
    The effect is that a unit of hobiliars who get this bug can easily eliminate a general's unit, an armoured sergeants unit in schiltrom formation or a unit of elephants ( o.O ).
    Last edited by N3rull; January 21, 2008 at 01:03 AM.

  19. #19
    Hellmut34's Avatar Miles
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    Default Re: Cavalry charge in 1.2

    Get kingdoms..............i find the charge much improved in this.

    Also the old style (used in mtw1) of clicking past the unit you are attacking works quite well.


    A little maiming never hurt anybody

  20. #20
    masterbaker's Avatar Decanus
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    Default Re: Cavalry charge in 1.2

    Or just patch 1.3 if u don't have the x pack, cav charges seem to be much improved.

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