Resolved 1.2.7 Captain Mode Charge Function Bug for Ranged

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Version number
1.2.7
Branch
Main
Modded/unmodded
Unmodded
Summary: When the charge function is used while the archers and skirmishers are in ranged mode, the troop is staying where it is and isn't advancing against the enemy. This problem wasn't exist in 1.6. This issue reduces tacticalness and causes the troop to stand still even if the opponent is far away. // When a player want to stop his troop, he can already use the stop function.
How to Reproduce: Use charge function while your archers/skirmishers are on ranged mode. They will not move toward enemies.
 
Hey, this is not a bug. The ranged troops will attack from a distance as long as they have ammo or far away from the enemy. If they run out of ammo or the enemy gets close they will switch to melee and charge in close combat.
 
Hey, this is not a bug. The ranged troops will attack from a distance as long as they have ammo or far away from the enemy. If they run out of ammo or the enemy gets close they will switch to melee and charge in close combat.
It is not working effective as old charge function and it is bugged.
  • They were more optimized while moving toward the enemy. They were getting better spots while slightly moving toward enemies.
  • They had a higher chance of hitting the opponent.
  • They keep their position even if enemy is far away, they don't try to get a better spot.
  • The old type of usage style is more beneficial for players than the new type of usage style. The scenario benefits provided by the old style are more than the new one.
  • If captain player left the server before round start, they keep stand still on spawn position.
  • There is a stop function that works as current state of charge function. (except moving toward enemy as melee).
 
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