Insanely OP unit in SP.

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Veterans respect + 9 sharpshooters = Hundreds and hundreds of Khan's guards.

All it takes to clear a steppe bandit base is 9 sharpshooters (and your character with a swinging polearm, two quivers and a good bow).

Sharpshooters are OP at clearing hideouts. A swift one hit with a swinging polearm will deal to any steppe bandit boss without a shield, and each base will net you a dozen or so raiders. You can literally do a single pass at the steppes and come back with 100 prisoners, and not have had to chase any of them.

Veterans respect + raiders = a speedy pathway to Khan's guards.

Rinse and repeat for Fians - although their boss has a shield, so you have to fight them proper.
 
All it takes to clear a steppe bandit base is 9 sharpshooters (and your character with a swinging polearm, two quivers and a good bow).
"All it takes" :unsure:

In 1.6.0 the Khan Guard can be recruited in good numbers from the Villages connected to Castles, same for the Fian.
 
The Weapon skills only gives weapon handling, speed and damage. No advanced fighting techniques for higher tiers
The AI difficulty settings is the one that gives better parry and block but this applies to all Troops including the Peasants.
Since there is no advanced fighting techniques for higher tiers, we get these fight where Legionaries lose to Peasants and Recruits.

IIRC, units with higher weapon skill have a better AI, and know how to block better and more often.
 
According to this devblog , it is supposed to.
However it is undoubtedly widely known among us that the combat AI suffered a considerable downgrade several patches ago.
I've noticed that the combat AI is multiple times better when it's fighting you as opposed to fighting another AI troop. I don't know whether it's actually there in order to increase game performance or just my own false assumption though.
Lords are definitely much better at fighting against you in the arena than regular units are though, it just feels to me like the level cap for AI skill levels should be lowered even more.
 
I've noticed that the combat AI is multiple times better when it's fighting you as opposed to fighting another AI troop. I don't know whether it's actually there in order to increase game performance or just my own false assumption though.
Lords are definitely much better at fighting against you in the arena than regular units are though, it just feels to me like the level cap for AI skill levels should be lowered even more.
Yes, this is something I have also noticed.
 
I've noticed that the combat AI is multiple times better when it's fighting you as opposed to fighting another AI troop. I don't know whether it's actually there in order to increase game performance or just my own false assumption though.
Lords are definitely much better at fighting against you in the arena than regular units are though, it just feels to me like the level cap for AI skill levels should be lowered even more.
+1 on Lords, seems hit or miss on AI vs AI, as it usually devolves into a slogfest where the highest DPS weapon + uninterrupted shots will usually win if all other things are even.

If we *ever* friggin' get proper armor tweaks, it may balance out, but I am a bit upset that high weapon skill do not make the AI actually more skilled or accurate. It's apparent with melee cav - I edited Elite Cats to give them 330 Polearm and Riding and slashing Polearms - and they still miss or short-stroke their polearms against other cav and footmen. FFS.
 
It's apparent with melee cav - I edited Elite Cats to give them 330 Polearm and Riding and slashing Polearms - and they still miss or short-stroke their polearms against other cav and footmen. FFS.
I see a lot of times that cav will ride towards an enemy with their spear readied but then not release until they are almost past their target so they miss. It may also play into why they get murdered by melee sometimes, because they don't use their spears reach to poke an enemy until they're right on top where they can be staggered by enemy hits.
 
Veterans respect + 9 sharpshooters = Hundreds and hundreds of Khan's guards.

All it takes to clear a steppe bandit base is 9 sharpshooters (and your character with a swinging polearm, two quivers and a good bow).

Sharpshooters are OP at clearing hideouts. A swift one hit with a swinging polearm will deal to any steppe bandit boss without a shield, and each base will net you a dozen or so raiders. You can literally do a single pass at the steppes and come back with 100 prisoners, and not have had to chase any of them.

Veterans respect + raiders = a speedy pathway to Khan's guards.

Rinse and repeat for Fians - although their boss has a shield, so you have to fight them proper.
I use Imperial Sergeant Crossbowman for the maces.

They are very versatile - you can have them snipe or melee as necessary, but since they have a good chance of blunt weapons you get more prisoners than with Sharpshooters. I think they have a bit better armor overall as well.

Tradeoff is that their crossbows do a bit less damage.
 
I use Imperial Sergeant Crossbowman for the maces.

They are very versatile - you can have them snipe or melee as necessary, but since they have a good chance of blunt weapons you get more prisoners than with Sharpshooters. I think they have a bit better armor overall as well.

Tradeoff is that their crossbows do a bit less damage.
The Hideouts are now so easy you can overrun them with low tiers, compared to last year when they sometimes outnumber us almost 10-1.

For the Steppe Hideout, I make 3 groups with 3 troops each and give them orders to go 1st left 2nd straight and 3rd.right and charge, while I try snipe one or two guys for helping them out. If I do not have high Bow skill then I bring a Light Crossbow it is good from skill 1 or Javelins for Boss.

I rather risk losing a tier 0-3 Troop than a tier 5 Troop clearing the Hideouts.
 
Honestly I wish they did. That would give the roster a lot more ways to differentiate between seemingly similar troops.
Ikr? Imagine if you could assign perks to units (not necessarily linked to skill with said weapon)…

Spearmen that push ennemies away, lancers specialised in cavalry fighting (and dismounting).

Two-handed weapons wielders specialised in breaking shields.

etc.

Ot would just give so much more depth…

It makes me wonder if a mod giving each faction its own “perk tree” (like the player‘s) is possible… It zouke be an interesting way of granting unique bonuses to factions.
 
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