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.
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.
They were toned down for most cultures, elves are still powerful archers though. Haradrim archers aren't bad either.
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 ?![]()
Kids in the back seats causes accidents .
Accidents in the back seats causes kids .
That happens in vanilla MTW2 as well. In fact, didn't it also happen back in RTW?
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.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.
How? And will that stop the enemy AI trying to set them on fire?mod them to not catch fire
Does setting them on fire panick them, or am I getting mixed up with Mumakil?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.
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.
OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!
Mobo: GA-P35-S3, CPU: Intel Core 2 Quad Q8400 2.66Ghz, GPU: AMD HD 6850 1GB, RAM: 4.Gb Corsair DDR2, Sound: Audigy 4, O/S: Windows 7 64bit Home Premium
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.
OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!
Mobo: GA-P35-S3, CPU: Intel Core 2 Quad Q8400 2.66Ghz, GPU: AMD HD 6850 1GB, RAM: 4.Gb Corsair DDR2, Sound: Audigy 4, O/S: Windows 7 64bit Home Premium
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.
ttt
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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![]()
Kids in the back seats causes accidents .
Accidents in the back seats causes kids .
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
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.
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.
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.
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.
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