Realistically, arrows and bolts have a lot of drag, losing much of their energy fairly rapidly.Yes
Realism though
What they need to do is allow us to put units in custom selection groups like we could in WB. That way you can effectively keep the 2H's behind the shields and not just a single infantry bunch that it is now.
The issue being, if they nerf archers to the point that they can barely kill 2h soldiers, they're going to be absolutely useless against soldiers with shields.
What they need to do is allow us to put units in custom selection groups like we could in WB. That way you can effectively keep the 2H's behind the shields and not just a single infantry bunch that it is now.
you can already do that?What they need to do is allow us to put units in custom selection groups like we could in WB. That way you can effectively keep the 2H's behind the shields and not just a single infantry bunch that it is now.
careful, he's a heroJust make a shieldwall in front of the 2h units?
you can already do that?
in the party screen select the unit you want in a different group than click the orange banner with the roman numeral in it.
Not a lot of people knew this feature but I thought it was common sensewhat do you mean he is a hero?
Not quite. It's not ever mentioned in the tutorial, nor is it obvious what the Roman numerals indicated.Not a lot of people knew this feature but I thought it was common sense
It's a good point that the game doesn't rlly hold your hand at all but me being me pressed it to see what it did straight away and now I use it all the time to separate units further to make an efficient and effective war machine with specialised units to fulfil my demandsNot quite. It's not ever mentioned in the tutorial, nor is it obvious what the Roman numerals indicated.
The game, in general, needs a lot of additional work on giving the player feedback on what's going on and how to work with the intricacies of the systems presented.
your absolutely right, it needs some more explanation, in the tutorial it does not even tell you how to controll your troops, however, as much as i agree with you, dont count on getting any explenation later on.Not quite. It's not ever mentioned in the tutorial, nor is it obvious what the Roman numerals indicated.
The game, in general, needs a lot of additional work on giving the player feedback on what's going on and how to work with the intricacies of the systems presented.
I'm okay with not holding the hand so long as the player can access the information in an intuitive way should they seek it.It's a good point that the game doesn't rlly hold your hand at all but me being me pressed it to see what it did straight away and now I use it all the time to separate units further to make an efficient and effective war machine with specialised units to fulfil my demands
It's a good idea I do agree with you but Taleworlds probably thought a lot of EA players would be M&B vets so sort of know what they're doing but yes tutorials and such like will most likely be added at a later date when there is free time, for now I guess we'll teach each otherI'm okay with not holding the hand so long as the player can access the information in an intuitive way should they seek it.
No need to hit me with pages of text explaining every last part of the UI and system, but I feel like tooltips on hover are an incredibly easy and intuitive way to help explain these things should the player's curiosity convince them to seek out that info. The Witcher 3 did this well; general combat info was tooltip on hover over stats and items, but specialized info (i.e. monster weaknesses) required the player actively delve into the Witcher's bestiary.