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  1. #1

    Default 1.1 Archers

    Is it just me, or did 1.1 nerf archers quite a lot? I've downloaded a few submods, so maybe that did it... but now, i'm lucky if 5 or so men are taken down per archer volley. Pretty abrupt change from what I was sorta used to by now.

  2. #2

    Default Re: 1.1 Archers

    They were toned down for most cultures, elves are still powerful archers though. Haradrim archers aren't bad either.

  3. #3

    Default Re: 1.1 Archers

    you tell me :| 3 units of gondorian archers put on wall , all of them shoot at the same Siege Tower .... they run out of ammo and the tower still stands up :| comeone !!!! why they don't burn ?
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  4. #4

    Default Re: 1.1 Archers

    Quote Originally Posted by Infinity at End View Post
    you tell me :| 3 units of gondorian archers put on wall , all of them shoot at the same Siege Tower .... they run out of ammo and the tower still stands up :| comeone !!!! why they don't burn ?
    That happens in vanilla MTW2 as well. In fact, didn't it also happen back in RTW?

    Towers catching fire is really a ridiculous game effect anyway. There's no way that would happen.

    Archers are still quite powerful in this mod, but not powerful enough to where they can make up your whole army like they were in 1.0. It seems pretty good now.
    Maybe a better game mechanic would be to have some of the men in the tower die, instead of it catching fire. Obviously, the TATW team can't implement that; only CA could do that.

    mod them to not catch fire
    How? And will that stop the enemy AI trying to set them on fire?

    Trolls? Just use catapults to thin their lines, pin them with spear units and charge them from behind with cav.. there goes the Troll-unit.
    Does setting them on fire panick them, or am I getting mixed up with Mumakil?

    Edit: I don't know what this is like in TATW, but in vanilla Kingdoms, the archers seem to like shooting straight up in the air when it would be easier to actually aim straight at the enemy; crossbows have the same problem and it's even more unrealistic with them. I know there's a file somewhere that you can edit to sort that out, but where is the file and what do you have to edit?
    Last edited by SonOfCrusader76; May 18, 2009 at 01:08 PM.
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  5. #5

    Default Re: 1.1 Archers

    Quote Originally Posted by SonOfCrusader76 View Post
    Edit: I don't know what this is like in TATW, but in vanilla Kingdoms, the archers seem to like shooting straight up in the air when it would be easier to actually aim straight at the enemy; crossbows have the same problem and it's even more unrealistic with them. I know there's a file somewhere that you can edit to sort that out, but where is the file and what do you have to edit?
    Actually for once CA got something right with the arced shooting... archers shot at formations, not men. They arced their shots in the general direction of a formation to have a larger amount of enemies being hit... also they could shoot over the rest of the army, terrain and fortifications this way.


  6. #6

    Default Re: 1.1 Archers

    Quote Originally Posted by JonSnow View Post
    Actually for once CA got something right with the arced shooting... archers shot at formations, not men. They arced their shots in the general direction of a formation to have a larger amount of enemies being hit... also they could shoot over the rest of the army, terrain and fortifications this way.
    I know, but did they really shoot with an angle of more than 45 degrees? And crossbows certainly can't shoot at a high angle, not if you want the bolt to hit anything other than birds, at least.
    OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
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  7. #7
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: 1.1 Archers

    Towers catching fire is really a ridiculous game effect anyway. There's no way that would happen.

    Archers are still quite powerful in this mod, but not powerful enough to where they can make up your whole army like they were in 1.0. It seems pretty good now.
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  8. #8

    Default Re: 1.1 Archers

    Quote Originally Posted by the_mango55 View Post
    Towers catching fire is really a ridiculous game effect anyway. There's no way that would happen.

    Archers are still quite powerful in this mod, but not powerful enough to where they can make up your whole army like they were in 1.0. It seems pretty good now.

    are you saing that no matter how much I will shot a tower it won't burn up ?
    that means I must use my archers to shoot the RAM and troops .... and also I won't add more than 4 units of Archer per full stack ...there are no point if they are so weak... I preffer to replace one unit of Archers with a balista/catapult or even a trebuche
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  9. #9
    axnsan's Avatar Protector Domesticus
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    Default Re: 1.1 Archers

    Quote Originally Posted by the_mango55 View Post
    Towers catching fire is really a ridiculous game effect anyway. There's no way that would happen.

    Archers are still quite powerful in this mod, but not powerful enough to where they can make up your whole army like they were in 1.0. It seems pretty good now.
    mod them to not catch fire

  10. #10

    Default Re: 1.1 Archers

    Alright, I figured it was toned down in 1.1. I don't know how I feel about it, but I have a feeling I wont like it that much. I never really stacked armies full of archers before, and now I'm finding myself basically ignoring archers now. In 1.0 I'd have max 2-3 units of archers per half stack of troops; now 2-3 units of archers is basically nothing. I don't really find it worth the 400 for archer militia when they will only take out 20 men before me front line troops have to melee. Oh, and this is me playing as Gondor by the by
    Last edited by Bulldog49; May 16, 2009 at 01:57 AM. Reason: Forgot to mention something

  11. #11

    Default Re: 1.1 Archers

    Although, javalins still rock. Good and bad...Orc Skirmishers are on my priority list every battle, either my cavalry get em or the archers will. But if they are allowed to throw then it means pretty large losses for my troops. On the other hand, as Gondor, Pelargir Marines rock. While fighting on the walls it makes more sense just to let them throw javalins at the enemies in front of them than to do melee.

  12. #12
    Ahlerich's Avatar Praeses
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    Default Re: 1.1 Archers

    are gondorian archers useless as well or just the militia archers?

  13. #13

    Default Re: 1.1 Archers

    Quote Originally Posted by Ahlerich View Post
    are gondorian archers useless as well or just the militia archers?

    I don't find either useless. The Gondorian archers don't have skirmish, so they have to hide behind infantry. Militia archers do, so I find them useful for leading a few enemy units around the map on a wild gooseyarcher chase.

    Gondorian archers in my army usually have the most kills except when the cavalry takes that crown. So I find them very useful.

  14. #14
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: 1.1 Archers

    Quote Originally Posted by liddabit View Post
    I don't find either useless. The Gondorian archers don't have skirmish, so they have to hide behind infantry. Militia archers do, so I find them useful for leading a few enemy units around the map on a wild gooseyarcher chase.

    Gondorian archers in my army usually have the most kills except when the cavalry takes that crown. So I find them very useful.
    I've been getting on average 100-150 kills with each of my archer militia units per battle on Large unit size. So considering my infantry usually only get half that, i'd say its pretty good. At least against orcs and southrons. I can't figure out how I get so high kills, though, as their stats aren't very good.


  15. #15
    Miles
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    Default Re: 1.1 Archers

    Quote Originally Posted by CtrlAltDe1337 View Post
    I can't figure out how I get so high kills, though, as their stats aren't very good.
    The reason is that in Total War, every single archer in a unit will fire at once. Even though most of the arrows will miss, a lot will hit - generally this is a significantly higher percentage of arrows than in reality. This compares to melee units, who will hit more often, but only the soldiers actually engaged will swing their weapon and have a chance to hit. This could be the entire front line, or it could just be a handful of them, depending on how well your front is engaging.

  16. #16
    Pvt. Parts's Avatar Ordinarius
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    Default Re: 1.1 Archers

    Quote Originally Posted by liddabit View Post
    The Gondorian archers don't have skirmish, so they have to hide behind infantry. Militia archers do, so I find them useful for leading a few enemy units around the map on a wild gooseyarcher chase.
    Ah... you know that you can toggle skirmish mode, right?

  17. #17

    Default Re: 1.1 Archers

    Quote Originally Posted by Pvt. Parts View Post
    Ah... you know that you can toggle skirmish mode, right?

    Of course. Didn't mean to give the impression I didn't. I was just pointing out why militia archers are still useful after you get gondor archers in a gondor campaign.

  18. #18

    Default Re: 1.1 Archers

    i prefered them as more powerful units. elves are now too weak vs orcs

  19. #19

    Default Re: 1.1 Archers

    Quote Originally Posted by wupwup View Post
    i prefered them as more powerful units. elves are now too weak vs orcs
    what are you on about, elf archers still massacre orcs
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  20. #20

    Default Re: 1.1 Archers

    Quote Originally Posted by wupwup View Post
    i prefered them as more powerful units. elves are now too weak vs orcs
    WOW..not at all... Elves Pwn Orcs esp OOTMM just have like 80% of ur forces archers and its like raining arrows 24/7 haha well in the later stages of the game it gets kinda hard so u have to use calvary to flank and route the heavies but elevan archers are okay ii just wished they were good in melee too... cuz u knoe elves are pretty much op heh heh heh.. LOL

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