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Argentorum

Posted: Sun May 17, 2020 5:46 pm
by TheGrayMouser
The behavior I saw was during SP in the above epic battle but likley has nothing to do with the scenario itself

I charged a light foot archer with a light cavalry javelin. Both steady, the archer fled , was caught I the rear, auto dropped a level, impact combat dropped it to fragged... Then my cavalry unit bounced off!! There were no enemy troops anywhere that could have hit the cavalry in the flank even 5 turns away... Terrain was clear... I havent seen anything like that happen before...

Now this is very subjective but I feel there were a LOT of break offs after impact in this SP game, my cats constantly breaking off from impact foot over an over even when they tied the impacts . Has something been adjusted to make cavalry more bouncy prone? I didnt have much opportunity to play much for the two last patches or so but I feel like in the currnet live version I have a very high amount of bounces with superior armoured lancers vs light spear mediums too..

Re: Argentorum

Posted: Mon May 18, 2020 8:14 am
by rbodleyscott
Yes, Cavalry have been made more "bouncy", but not cataphracts.

Re: Argentorum

Posted: Mon May 18, 2020 11:05 am
by TheGrayMouser
rbodleyscott wrote: Mon May 18, 2020 8:14 am Yes, Cavalry have been made more "bouncy", but not cataphracts.
Ok was that the last patch? Is melee weighted more or less in the decision? I just can’t think why a steady light horse would want to bounce off a light foot it just fragged...


On another note, I played Cunaxa and the ai scythed chariots were quite cowardly, maneuvering but then halting in front of Hoplites and never charged... As terror weapons could their anti suicide threshold be tweaked for pro suicide?

Re: Argentorum

Posted: Mon May 18, 2020 12:21 pm
by rbodleyscott
TheGrayMouser wrote: Mon May 18, 2020 11:05 am
rbodleyscott wrote: Mon May 18, 2020 8:14 am Yes, Cavalry have been made more "bouncy", but not cataphracts.
Ok was that the last patch?
Actually v1.5.21.
Is melee weighted more or less in the decision?
They need a larger melee advantage to stay put than previously.
On another note, I played Cunaxa and the ai scythed chariots were quite cowardly, maneuvering but then halting in front of Hoplites and never charged... As terror weapons could their anti suicide threshold be tweaked for pro suicide?
Good point. Not for this update, but maybe for a future one.