Why Top Tier Units Get Killed by Looters

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Solomani

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This is my theory, anyway after watching what happens in battles with mixed troops.

The top tiers have high Athletics meaning they run faster than lower tier troops. So they charge into enemy lines well ahead of their mates and easily get slaughtered since they are totally surrounded. I've seen this with just about every high tier unit that is mixed in with lower tier units. It even happens with lighter units that can move slightly faster like spearmen. Basically, your troops don't hold formation which gets them killed.

Good news... this means the simulated battles actually are simulated and not just number crunching random rolls.
 
While high athletics skill certainly contributes to the looter zerg issue it affects all top tier units, not just the melee infantry.
As mentioned several times in other posts the main problem is armor. The armor damage mitigation is too low. Top tier cavalry (all cavalry units in fact) missing their attacks often and then get jumped, top tier melee infantry with throwing weapons lower their shields to throw if you don't tell them to hold their fire (F4) and then fall to rocks or die to brigand javelins, etc.... it's a complex problem, but still the main reason is armor damage mitigation.
 
Good news... this means the simulated battles actually are simulated and not just number crunching random rolls.

No they are not, and looters killing high tier units are caused by too simplistic auto-resolve algoritm.

The math for auto-resolve is described here:
https://www.reddit.com/r/mountandbl..._you_should_know_about_auto_calc_kind_of_sad/

No need to make theories about how simulation works or doesn't work, when people (myself included) already read it from the decompiled code.
 
Yes, we need armor that reduces damage and units that can land hits. Using Cav is so frustrating, you get them in right spot, charge them watch them close in weapons poised.... and they high five the enemy, turn around and get stabbed.
 
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