Page 10 of 12

Re: Bowmen and crossbowmen balance

PostPosted: 22 Apr 2014, 03:23
by Ben
What I meant by "one shot" is that a group of 15 or so xbows can kill swords in a single volley ;)

Anyway, like I said, I'm willing to give this a shot (no pun intended :D)

Re: Bowmen and crossbowmen balance

PostPosted: 22 Apr 2014, 14:39
by sado1
And I am against. Please try 25% instead of 0% shield bonus. Xbows are already quite powerful now, when facing an army with mainly swordmen.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Apr 2014, 15:29
by Ben
And I say "sado go die" XD

But maybe sado is right...perhaps we should take baby steps? At first I thought that maybe lace+pike strats would be interesting, but that would really put us back in the days where knights were almost useless.

So yeah, take back what I said. Let's try 25%...

Re: Bowmen and crossbowmen balance

PostPosted: 22 Apr 2014, 15:41
by pawel95
And I am against. Please try 25% instead of 0% shield bonus. Xbows are already quite powerful now, when facing an army with mainly swordmen.

Well sad but he is right. What I have seen in the current release from side of testers was like Matt just did it : :P "I do mass xbows and axefighters and let´s see if they will have chance against swordmen and bowmen"

That´s a bit hard maybe, but I agree really with sado. To be serious now, most players have tried to play like 2-3 games with xbows and just decided to go back to bowmen then.
Maybe let´s go smaller steps. 0% shield bonus won´t end good, I like to guess :D

Lewin, what you think abouy the scout topics?

Re: Bowmen and crossbowmen balance

PostPosted: 22 Apr 2014, 21:48
by Ben
Split topic to here. Let's stay on topic. ~Ben

Re: Bowmen and crossbowmen balance

PostPosted: 27 Apr 2014, 10:33
by Lewin
Ok, we'll try 25% for the next beta :)

Re: Bowmen and crossbowmen balance

PostPosted: 14 May 2014, 09:25
by pol
honestly i have to admit that xbows suck so deeply in the current demo... it transformed from ultimate killer to completely useless unit. nobody uses xbows now because its pointless.

Re: Bowmen and crossbowmen balance

PostPosted: 14 May 2014, 14:50
by pawel95
honestly i have to admit that xbows suck so deeply in the current demo... it transformed from ultimate killer to completely useless unit. nobody uses xbows now because its pointless.
1.) Make an account here on the forum, instead of this trolling anonymous guest account.
2.) "Suck so deeply" is great! Your sentence helps everyone here very much. Now Lewin and Krom know for sure why Xbows are too weak in the current Release :|

So please bring some valid points, why xbows are too weak in your opinion and add your suggestion to the topic. Thank you.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 03:14
by Lewin
Sooooo I guess making crossbowmen armour piecing didn't help much? Or is nobody testing? How about we try a small increase to bowmen aiming time? (200ms) I have been seeing a lot of bowmen spam, it would be nice to see a few lance carriers or axefighters.

Post your ideas or objections here.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 09:21
by Esthlos
Maybe you could try having Crossbowmen shoot their first bolt (you know, when they stop moving and start attacking) sooner than Bowmen's first arrow, and having bolts travel faster than arrows, while having Bowmen shoot more often?

This way, Crossbowmen would be more effective against single cavalry units and would win any ranged duel, but Bowmen would bring higher sustained damage per second.

This should introduce a tactical/strategical difference: you would make Bowmen if you want prolonged battles, pairing them with Knights and Sword Fighters for fast engages and to keep the enemy in the fight, and you would make Crossbowmen for a more hit and run/kite/poke strategy, and would pair them with the more expendable Lance Carries and Axe Fighters to help disengage from long fights.

What do you think?

(On a related note, in my opinion a building that allows you to slowly train Recruits from Food instead of Gold would make Wood troops more viable)

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 09:24
by sado1
We didn't test nightlies properly indeed. I thought we'd wait for RC to make a full switch of TS crew since an RC didn't look too distant. I suggest keeping the bonus as it is for now, so we can test it in RC.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 09:38
by thunder
Hi!

For me seems the xbows are slower than bowmans. When fighting 10 v 10 bows and xbows then seems 10 v 10 bows v bows. The difference is the price of the unit.
Need somekind of speciel thing to the xbows which make this unit better than bows:

-More defence vs bows
or
-faster shuting
or
-shut and halt
or
-larger shouting distance /we are talking about special bow tools from metal so that should to be stronger than a simple bow, and if i now well phisicaly this unit can shut further than the bow/

t

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 09:47
by Tiank
Yes, xbows are slower, but piercing supposed to make them worthy. As sado said, it wasn't tested properly. However, a change that Lewin suggested about Bowmen sounds interesting, but first xbows should be tested as they are, with that piercing change.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 11:06
by pawel95
Or is nobody testing?
What I have seen so far, only the guys that are participating in the battle tournament actualy played the newest nightly one time in their life :D :D

So keeping the current settings until the RC or telling those players, that play the game every day, that they should switch the versions :P would be the 2 best options idd.

Re: Bowmen and crossbowmen balance

PostPosted: 22 Jun 2014, 12:05
by Jeronimo
I have seen lots of games (replays), including those from battle tournament.

My opinion about how to solve this ranged situation is simple and short:

Archers: Fire rate between original and current... Read final part of this post.
Crossbowmen: Since Halt-trick was removed, they gain their average boost against shield units, but the 50%, not the 75%.

My view of current situation in nightly is:

Crossbows: For the Halt-trick removal they needed a compensation, but -75% is too much from my POV, their fire rate is fine, but archers generally win in economic games, because can be massed with ease (like instead of training lances spam, now is worse with archers spam).

I like 50% because it's something ok and not abusable... meanwhile archers are being abusable because of their extensive quantity and Legolas style.
viewtopic.php?p=34440#p34440

Archers: Lewin check this from that post, you read when George states his worryings.
viewtopic.php?p=30205#p30205

Here is a more review of archers, which I find really biased, not convincing conclusions... that Xbows are easier to make that Archers.
viewtopic.php?p=16739#p16739

Economically speaking... It's possible to have 5-6 swines running with 9-10 woodcutters and 2 tanneries, making +4 archers every 45 seconds, while Iron production is limited and depends on more variables (coal, iron supply). Add "Archer > Crossbow" general results, and you understand why KaM is currently imbalanced (in that aspect).

In that speficic topic, we spot the beginning of this odyssey... People in favour of the "Legolas fire rate" -> only leaded to nowadays campy campy camping.

My final post there, resumes what I wanted for this game's archers. CONTEXT was fire rate still had original values.
viewtopic.php?p=17192#p17192

Original fire rate: 3 secs x arrow
My proposal: 2,7 secs x arrow (see post)
Current fire rate: 2,4 secs x arrow