I feel all crossbows should receive a massive boost, as their performance is underwhelming atm. Perhaps the team can look into this a little.
I'm currently experimenting with increasing their attack value to 13, which seems to be working out fine.
Yes, this means they are lethal with armorpiercing, however they should be. As it currently is, a salvo of 90 crossbow men kill 2 knights per salvo, generally 4 before the knights charge and kill the crossbowmen. There is a reason crossbows were forbidden by the pope to use against Christians, and it was not because 90 of them killed 2 knights
Anyway, observed changes as playing KoJ;
- 1 or 2 crossbow units in some full stack Turkish/Egyptian armies, but definately no crossbow spam.
- They are very effective when ignored. But the AI does not ignore them often.
- Their long reload time means they only can make 3 or 4 salvo's. After that the battlelines engage and the crossbows can't do anything except firing on routing units.
- The long reload time also makes it hard to pull crossbows back, as more often then not they finish their reload animation.
- They do not make archers absolete; archers can hide behind units while crossbows are extremely vulnerable to fast calvary charges as you can't screen them. Archers also have a longer range and fire faster, and can quickly switch targets.
- A unit of 90 KoJ levant crossbowmen kills about 10-12 knights with shooting. They still get defeated in combat eventually, but manage to kill a few more knights in combat.
















