Rome I has a very realistic, simple and wonderful for gameplay "shields vs missiles" mechanics.
First of all there is a shields stat value (not in Rome II).
Furthermore, units with shields when hit by missiles on front take less damage than if they'd hit on the back.
Here is an example with Rome I: 2 testudo (now Prom is happy) are taking some salvos of missiles, but one is facing the wrong direction with the back not covered: they get slaughtered. There is also difference between left side (shield covered) and right side for not testudoed units in Rome I.
Basically parts where you see shields are covered, parts that visually aren't are also not "gameplay speaking" covered. Wonderful!
In Rome II it seems this is no more! There isn't' anymore a shield mechanics. Now there is no shield stat value, and they are incorporated in the "armour" stat value. It seems there is no more the difference between back and front, and a unit hit on the back has the same chance to die than if it would hit on the front (so it seems from my quick tests). Now we have this "raising shield" visual mechanics, but it's merely visual, if the unit rise shield on the front, there is no difference if it would be hit from the front or from the back. With the "armor stat" the defense of the unit is equal from every side, unlike in Rome I.
I have done the above test with testudo in Rome II, and no matter if i put the testudo on the wrong or right direction, the number of men dying is the same. This is because there are no more "gameplay" covered sides.
Though i made examples with testudo, this should be the same also for no testudoed units (so shielded units facing on front or on back).
UPDATE:According to a Jack Lusted post on official forums, the direction from where the projectiles come actually matters, so what i said about Rome II on the first post may be partially wrong.
Though the new system seems messy, not intuitive and partially broken; the opposite to the simple and working intuitive system of Rome I.






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