Im sure someone has made a thread about this already, or the point as been raised, but I thought this may be worth mentioning again, since I sincerely feel this could help the unnatural look of lines clashing on occasions, but it really only ever seems noticeable on extreme or modified large unit sizes.
I’ve been playing the Beta patch 7, and have noticed that CA have brought back guard mode, which could now help make this possible, and hopefully lose the arcade feel of units trying to attack the center/align of another unit, something that I believe to be causing the unnecessary blobbing /moshing/piling in at times.
Spoiler Alert, click show to read:
My suggestion would be to see if CA think its possible to give a unit 3 areas from which it can be attacked from (left/center/right), to give a true direct attack approach. I could see the reasoning for the center to center attack before, that being guard mode being a blocked of option/drill almost to a fault, which would cause some weird forming/spinning or splintered lines with units continuously trying to keep parallel with units that didn't have guard mode by default.
I’m not sure how the AI would cope with this, or if it would help improve it? Or if its within the engine limitations, but I think it would greatly help.
It strikes me as weird that CA thought ahead in respects that larger modified units sizes would get additional ships when transporting to sea, but the battle aspect can seem quite unnatural when there isn't any depth restriction to ground unit sizes, and units only ever wish to engage the very center of any unit its attacking, and often leads to situations like the the picture above put together by a chap I often play extreme/modified unit sizes with.
Spoiler Alert, click show to read:
In this situation, he is the Macedonian (2 pike units) vs the AI. If the 3 Roman cohorts (AI) had been allowed to attack different sections of his line, they may have stood a chance, or may not have, but worst of all, they have blobbed, breaking immersion, while allowing themselves to be flanked. Which the AI does. Now he is camping a corner to engineer this scenario, and won regardless that both his lines were stretched so thin, but that’s why generally everything ends up in a big mosh pit, or can do. In patch 7, the ai does seem to attempt to flank on the fly, which allows for a battle line to be established better. But on extreme unit sizes its still a exploit, but even worst so for modified unit sizes of 200 – 300 men. Which is sad really since CA obviously wanted bigger unit sizes like the such of this, otherwise there wouldn't have been additional ship per unit.
As I mentioned on smaller unit sizes it not so apparent, but on larger unit sizes it becomes a lot more clearer, and im hoping maybe a year or two from now, when this game as been optimised, and our computer hardware as gotten better, we will be able to run some terrific mods with huge unit sizes, just like Rome I, but so longs this center to center unit action remains, it will always look a tad bit unnatural, and it doesn't help immersion. If this could be looked at, I think it will help Rome 2 in the long run, and maybe help stand the test of time.
I would like to see a Roma Surretum 2 or the likes for Rome 2 in the future, but i know these sorta mods like darth mod like to use huge unit sizes, and my thus reasoning for seeing if it is possbile, since im sure CA have already thought about this and its nothing new, or if it was a engine limitation.
Not sure if ive explained this well, but hopefully you get the jif of what im trying to say? Would be pretty neat if it was possible for CA to do somthing in this regard? or maybe im just nitpicking?




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