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Thread: Will CA fix missile damage?

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  1. #1

    Default Will CA fix missile damage?

    Right now it's simply infuriating...Yes I understand the concept of armour degrading somewhat due to damage received in battle, but not to this extent.

    At the moment we have this new HP system whereby missle units seem to do very little damage at first, before reaching some sort of threshold at which point all the units seem to be completely decimated. It's as if shields and armour aren't taken into account at all, and we have this dumbed down system of armour just being extra health akin to something you'd see in age of empires.

    Bring back the old system I say - If the arrow hits a shield, then obviously the soldier shouldn't die. If the arrow hits the shield 50 times, the soldier shouldn't die. If an arrow hits a soldier in the face 1 time, there's probably a good case for saying the soldier should die after that one arrow. What's the point in setting up a testudo if all it does is allow for a couple of extra volleys before your soldiers seem to drop off like flies?

    Absolutely infuriating! Anyone else?
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  2. #2

    Default Re: Will CA fix missile damage?

    If your analysis is correct then I agree completely.

  3. #3

    Default Re: Will CA fix missile damage?

    Normal archers have a hard time killing heavy infantry from the front. Yes, as they shoot more volleys they'll inflict more casualties, but you won't kill more than a dozen praetorians in testudo even if you use up all your ammo. The old armor system still exists, the HP system is independent of that.

    This was fixed weeks ago.

  4. #4

    Default Re: Will CA fix missile damage?

    hes not correct at all, i far as i know. Smb with more knowledge will be able to explain this much better than me so i wont even start. Besides there has been plethora of threads with such questions/answers
    War is Hell, and I'm the Devil!

  5. #5

    Default Re: Will CA fix missile damage?

    @OP
    They already stated that it is not that easy to create areas on units, were projectiles do more or lesser/ no damage, like the Shield. But in my books it seems fair that the longer Missile units shoot on a Unit, the higher the casulties get, because ever wave of arrows is like a dice roll if they either hit the large shield, or hit in something inbetween and be lethal.
    Also you have to take the balance of missile units in account, they are not very expensive in recruitment and upkeep. So when they slaughter armored units that cost double the amount of money, it wouldnīt be balanced. I agree that the system doesnīt work perfect, but I also can see that this is a point that is hard too balance out and needs much time and testing.

  6. #6

    Default Re: Will CA fix missile damage?

    Try it yourself, fire volleys at front to see if you can actually kill high armor units with shields, even if you depleted your arrows. Its either kill or no kill, the killing rate stays the same.

  7. #7
    karamazovmm's Avatar スマトラ警備隊
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    Default Re: Will CA fix missile damage?

    there is a large difference between attacking a unit from the front and the back the shield stats are working and its a much better system from the previous 1 hit = death

    but that was one grievous shot in the foot from that arrow

    The very ugly forgive, but beauty is essential - Vinicius de Moraes

  8. #8

    Default Re: Will CA fix missile damage?

    I'll test it some more, it may well have been fixed in a recent patch and if that's the case then I retract my statements - I recall it being a major issue before, and yesterday I noticed a unit of praetorians in testude get completely decimated by a couple of javelin units. Sure they held their own for a while, but then a couple of soldiers died and the whole thing collapsed. Perhaps it was a rare instance though based on the responses in here.
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10 (its true )
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  9. #9

    Default Re: Will CA fix missile damage?

    Keep in mind javelins do a lot of damage compared to other missile troops - in exchange they also have to be close enough for infantry to charge up and kick them in the teeth though.

    Shield mechanics have always been in effect, far as I'm aware. Most units with good shields (such as Romans) can soak up missile fire head on pretty well. However, as an aside, the tooltip is incorrect - lighting your projectiles on fire now does morale damage but LESS damage to actual units. In testing with arrows at least, its a pretty massive decrease in damage.

  10. #10

    Default Re: Will CA fix missile damage?

    @a tw player
    I tested with a dozen of legionaire troops against a full army stack of archers, slingers and peltasts. All beside on another in Testudo, and they take very low casulties, altough the units on the flanks, with their sides exposed, go down pretty quickly after some repeated volleys.
    For me it just seems to be logical that a defensive formation against projectiles breaks when too many holes in it accure, same with strong javelinmen against Shields.

    @krisslanza
    I really did not understand that change. Fire Arrows doing more or less damage seems strange since they are still arrows with the same velocitiy, armor piercing potential etc. It should only have a moral penalty in exchange for lower Shots per Minute, most popular to use against elephants. Maybe they donīt do it because then the whistling Arrows are useless because it is the same thing. But who whants those whistling Arrows anyway...

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