To Devs - Hills, Tactics, and Archery
Hi,
First of all, I think that your nerfing of archer effectiveness was a very good idea and you have the balance just right. Ironically, I initially thought that things were just fine until I actually test-played the "new" archers. Only then it became apparent how overpowered archers had been previously. Now, I actually need to think carefully how to use my archers, instead of just annihilating the AI from range.
On that note, one thing that, I feel, currently is missing from archery is a proper implementation of higher ground advantage. In my opinion, extending a range of archers positioned on higher ground by a solid 10-20% is in order. At the same time, archers firing up hill should suffer a similar penalty. As the game stands now, I hardly pay any attention to hills at all as far as strategy is concerned. Based on my knowledge of actual battle scenarios, however, hills should be of serious consideration...
Hi,
First of all, I think that your nerfing of archer effectiveness was a very good idea and you have the balance just right. Ironically, I initially thought that things were just fine until I actually test-played the "new" archers. Only then it became apparent how overpowered archers had been previously. Now, I actually need to think carefully how to use my archers, instead of just annihilating the AI from range.
On that note, one thing that, I feel, currently is missing from archery is a proper implementation of higher ground advantage. In my opinion, extending a range of archers positioned on higher ground by a solid 10-20% is in order. At the same time, archers firing up hill should suffer a similar penalty. As the game stands now, I hardly pay any attention to hills at all as far as strategy is concerned. Based on my knowledge of actual battle scenarios, however, hills should be of serious consideration...
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