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Thread: Faction - Labrynna Regime

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  1. #1
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    If you just take Fire By Rank away from them, everyone will shoot at the enemy when he wants with no coordination whatsoever. Althought this alone is an improvement from Fire By Rank, I think we should keep it, just without that "play musical chairs" thing. Firing at random really contradicts their "elite" status (they take 3 turns to train and are one of Labrynna's most costly units, when gunpowder's real advantage is cheapness, so they better be elite, or else we give firearms to tokays).
    Many mods gave their gunners a fixed fire by rank:



    Anyways, I've tried to boost Gunners as well, and the results are quite satisfying:

    Spoiler Alert, click show to read: 


    So yeah, there are many factors at play: accuracy, shooting delay, damage and animation. Sadly the latter exceeds my grasp.

  2. #2

    Default Re: Faction - Labrynna Regime

    Quote Originally Posted by Apani View Post
    If you just take Fire By Rank away from them, everyone will shoot at the enemy when he wants with no coordination whatsoever.
    No they don't. Some in the second rank fire, but that appears to be a bug. For the most part only the first rank fires, then kneels and reloads while the second rank fires. I tested this four or five times to verify. That's closer to how real soldiers fired their weapons in the Napoleonic Era btw, unlike the musical chairs approach they currently use.

    What exactly did you do to boost them? Their damage and accuracy should already be high enough to kill almost anything with one or two shots and there is a 0 for delay. The only thing that causes trouble in my tests is the animation, which is partially fixed by removing fire by rank. Unit size is another possibility, but as I outlined that doesn't really work because they require two ranks to function thus taking up massive amounts of frontline space.

    Here, imgur album with screenshots to verify what I'm saying is correct and what you're saying isn't. Note how the first rank fires and second rank waits, first rank kneels and the second rank fires, second rank kneels and first rank fires and so on. The only exception is the two bugged soldiers who are not firing properly because the one in the first rank was stuck in the taunting animation when firing began, thus is delayed. To solve that you'd just have to removed the taunting animation.

    http://imgur.com/a/ZWyqQ#0
    Last edited by Cameron Shutters; January 10, 2014 at 01:38 PM.

  3. #3

    Default Re: Faction - Labrynna Regime

    Quote Originally Posted by Apani View Post
    If you just take Fire By Rank away from them, everyone will shoot at the enemy when he wants with no coordination whatsoever. Althought this alone is an improvement from Fire By Rank, I think we should keep it, just without that "play musical chairs" thing. Firing at random really contradicts their "elite" status (they take 3 turns to train and are one of Labrynna's most costly units, when gunpowder's real advantage is cheapness, so they better be elite, or else we give firearms to tokays).
    Many mods gave their gunners a fixed fire by rank:



    Anyways, I've tried to boost Gunners as well, and the results are quite satisfying:

    Spoiler Alert, click show to read: 


    So yeah, there are many factors at play: accuracy, shooting delay, damage and animation. Sadly the latter exceeds my grasp.
    this is really good, have you shown it to UN?

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  4. #4
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    It's not the vertical column to be uncoordinated, it's the horizontal one; every man on the first row should fire at once, kneel and let the row behind shoot.

    Anyways, here is my EDU for them:
    Code:
    type             Gunners
    dictionary       Gunners      ; Arquebusiers
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_none
    banner holy      crusade
    soldier          Gunners, 60, 0, 0.625, 0.35
    officer         lab_flagman7
    attributes       can_withdraw, gunpowder_unit, fire_by_rank, start_not_skirmishing, gunmen, command
    formation        1.4, 1.4, 1.4, 1.4, 3, square
    stat_health      1, 3
    stat_pri         34, 1, elite_late_arquebus_bullet, 140, 16, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    area
    stat_sec         1, 0, no, 0, 0, melee, melee_blade, blunt, none, 45, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  2, 5, 0, flesh
    ;stat_armour_ex   0, 5, 0, 0, 3, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      1, 0, 2, -1
    stat_mental      12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  1
    stat_food        60, 300
    stat_cost        3, 5190, 660, 65, 50, 2595, 4, 2595
    armour_ug_levels 0
    ownership        labrynna
    era 0            labrynna
    era 1            labrynna
    era 2            labrynna
    info_pic_dir      labrynna
    card_pic_dir      labrynna
    ;unit_info        6, 14, 3

  5. #5

    Default Re: Faction - Labrynna Regime

    I don't see why that's a big enough issue to justify them playing musical chairs. Not firing at exactly the same time looks better than them dancing around trying to figure out who should stand where, and it seems like it'd be more practical too. But if it's fixable than it should be fixed. I almost wonder if the taunting animation may have something to do with it, as it delays many of the soldiers getting their guns pointed when their fellows do.

    That's a ridiculously strong attack though. Unless I'm mistaken (and I could be as I haven't tested yours) that would cause them to be able to defeat multiple Ruby Guard units easily but two Gohma Larva units or two Bokoblin units would defeat the Gunners because the issue is not having enough bullets flying at the enemy, not the power of the bullets.

  6. #6
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    Have you watched the video I posted above? Here they fire perfectly coordinatedly, without musical chairs. But the taunting animation is unlikely a notable cause.

    Well, isn't that a realistic outcome? RL Muskeeteers might as well stop a manipole of Elite Armoured Knights charging at them but get swarmed by peasants. Anyways, Bokoblins should break in fear much sooner than Ruby Guards, while Gohma Larvae could prove effective reasonably, since their speciality is Zergrushing.

  7. #7

    Default Re: Faction - Labrynna Regime

    Quote Originally Posted by Apani View Post
    Have you watched the video I posted above? Here they fire perfectly coordinatedly, without musical chairs. But the taunting animation is unlikely a notable cause.

    Well, isn't that a realistic outcome? RL Muskeeteers might as well stop a manipole of Elite Armoured Knights charging at them but get swarmed by peasants. Anyways, Bokoblins should break in fear much sooner than Ruby Guards, while Gohma Larvae could prove effective reasonably, since their speciality is Zergrushing.
    You don't find it a tad unbalanced that a 50 rupee low tier cannon fodder unit easily destroys a 700 rupee high tier elite unit? And yeah, the video is what it should be; I assumed that was without fires_by_rank.

  8. #8
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    I guess it's a good thing Labrynna and Misery Mire are located on the opposited edges of the map, then.

    Anyways, I've been aiming a bit more on realism and logic over balance. Real Combat specifies that missile units are two quality level in melee inferior in melee (in this case, theirs is Average), combine that with the fact that they have no secondary weapon nor armour whatsoever, and you can see why they should be weak in melee. But I'll probably add myself a secondary weapon for them, now that I learned.

  9. #9
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    I had made a thread about it, but it was ignored. I really don't think Neph has much time to do this right now; I think he really needs a developing team.

  10. #10
    Drazule's Avatar Campidoctor
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    Default Re: Faction - Labrynna Regime

    Could the game support a sort of gatling gun for the regiem? I'm not gonna lie, I don't know if they even need something like that, but it could fill the role to kill those larva and bokoblins through sheer volume of fire over the more precise, higher powered rifles?

  11. #11
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    Well, the vanilla game had ribaults, and CoW has repating handguns. There is even a tank in there.

  12. #12

    Default Re: Faction - Labrynna Regime

    Gunner Posts already pretty well fill that role. They're absolutely devastating against any enemies and have a decent rate of fire. If the Gunners glitch with firing was fixed they'd operate much the same way. Sure they're best against fewer armored enemies than many unarmored but I'd say the Posts need to be toned down first and then we can consider adding something new like that.
    Last edited by Cameron Shutters; January 29, 2014 at 12:10 PM.

  13. #13

    Default Re: Faction - Labrynna Regime

    It be nice if the Labrynna had a "Public School" building, both as its religions building and something (I don't know this game well)
    Last edited by Sir Aroun; February 01, 2014 at 10:12 PM.

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  14. #14

    Default Re: Faction - Labrynna Regime

    I Think Labrynna should get Gunner Towers. Like so....
    Spoiler Alert, click show to read: 




    They are using Siege towers with Gunners on and in them as a war machine.
    What do you all think?

    The Tower could be altered to look more like this.
    Spoiler Alert, click show to read: 
    Last edited by Eldren; February 06, 2014 at 10:57 AM.

  15. #15

    Default Re: Faction - Labrynna Regime

    Brilliant, just brilliant. Since they arenīt supposed to be good in melee (not having mechs in count of course) something like that would give then a nice advantage to compensate that in ofensive sieges. Jus imagine putting that just in front of the wall, let the gunners do their business and whe the wall is clear putting regular gunners there to shot down at the rest of the enemy. It would be glorious.
    Last edited by Aleatorio; February 06, 2014 at 11:59 AM.

  16. #16
    Drazule's Avatar Campidoctor
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    Default Re: Faction - Labrynna Regime

    Those are badass, but wouldn't they just be mobile gunner posts?

  17. #17

    Default Re: Faction - Labrynna Regime

    @ Aleatorio.
    Quote Originally Posted by Aleatorio View Post
    Brilliant, just brilliant. Since they arenīt supposed to be good in melee (not having mechs in count of course) something like that would give then a nice advantage to compensate that in ofensive sieges. Jus imagine putting that just in front of the wall, let the gunners do their business and whe the wall is clear putting regular gunners there to shot down at the rest of the enemy. It would be glorious.
    They wouldn't just be for sieges. But also bridge battles. attacking an enemy army in the open. OR what ever reason you can use them for.


    @ Drazule.
    Quote Originally Posted by Drazule View Post
    Those are badass, but wouldn't they just be mobile gunner posts?
    Purity much. They would also have a height advantage. To shoot over your troops, So they don't have to be in front like Gunner Posts.
    They would also be less defensive. Gunner Post can block an enemy's path. But the Gunner Towers can still be used to defend a settlement.

  18. #18
    Drazule's Avatar Campidoctor
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    Default Re: Faction - Labrynna Regime

    I'd like to see a mass of Tokay Slaves pushing this thing into battle.

  19. #19

    Default Re: Faction - Labrynna Regime

    I'm loving that Gunner Tower plan...

    Perhaps, actually, we rejig the Labrynna roster a little to make it work? So Gunners proper appear at barracks tier 2 (with only 50% the unit size, or something, to compensate for earliness while keeping guns a reasonably common mainline military option and retaining the historical precedent for firearms being a low-training & cheapish powerhouse compared with bows), Gunner Posts at barracks tier 4 (or out of the siegeworks but require a tier 4 armoury) (on account of their well-documented OPness) and the Gunner Tower comes out of the siegeworks?
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  20. #20
    Apani's Avatar Senator
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    Default Re: Faction - Labrynna Regime

    I suggest making siegeworks more expensive, longer to build and maybe make different levels of it. The first level could train proper siege weapons and the level above could produce defensive emplacements (for all factions). I also suggest adding Labrynna's Factories at the top of Siegeworks' tech tree.
    My pratical example:
    Level 1 Siegeworks: Cannons
    Level 2 Siegeworks (I suggest the name "Fortification Shop"): Cannons and Gunner Posts.
    Level 3 Siegeworks (Labrynna's exclusive): Cannons, Gunner Posts, Tanks/Mechs and building discounts.

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