Re: KaM Remake gameplay balance
I agree with all suggested changes except for making +1hp. As said - 5hp is already too much.
Archers are and will always be overpowered, alone for the reason that two units can and will attack at the same time: the soldier who keeps you fixed in close combat + the archer attacking from distance. That's one of the key points of this game. You won't win without an army that is ~ 50/50 ground troops/archers. All the single player missions are build by this principle. This is the key element of this game. Don't change that.
Make them miss more often, that's okay. Make the lifepoint regenerate faster, that will disadvantage only the archers (because they can't regenerate as they die), that's okay. But don't change the basic principle.
Don't mess with the lifepoint balance, because axemen are already stronger than lance carriers. Make the lifepoint regeneration faster and this advantage will even increase. I think, this is the point where you could make tests.
Footmen are good at stormattacks, thats their "knack", so maybe we should exploit that and make storm attacks a little better, so that they were an effective tactic. Maybe make them a little faster, a little more controllable or a little more organized (less scattery) ? Militia being most scattered and axe/swordmen being more organized?
But the main point is that every soldier starts to run in the direction it is looking. So if the button now delays for a millisecond and a soldier turns, he will run into the worng direction. This happens so often.
By the way, I noticed something with the random shooting of archers, that felt quite strange. Sometimes, some archers from the sides of your formation start to attack an enemy that already attacks that formation from the other side. In the original, all archers had a minimum distance of 4 squares to attack. So if you managed to reach the archer formation (with a storm attack maybe) your units were safe from getting attacked by archers - and the archers were doomed.
In the current state, the units are doomed because they still get attacked from archers, mostly even by the side which even increases the firepower of the archers.
My proposal is: make all archers of a formation stop attacking if the formation is under attack. Like it was in TPR.