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Post by jjrousseau on Feb 24, 2022 2:38:29 GMT
src="//storage2.proboards.com/forum/images/smiley/smiley.png"][/quote]it applies to all units, look at this update (first line): [/quote] Thats odd, because the actual numbers do not show that to be the case. So either the update was worded incorrectly or there is a bug. I personally dont see another option here besides those two, because the test I did feels pretty straightforward with the conclusion. As I said above, I had charlemagne with and without special equipment, and the special equipment did not alter the counter infantry in any situation. Let me know if you come up with different numbers though in the actual game
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Post by torvestareborn on Feb 24, 2022 6:52:30 GMT
src="//storage2.proboards.com/forum/images/smiley/smiley.png"] it applies to all units, look at this update (first line): [/quote] Thats odd, because the actual numbers do not show that to be the case. So either the update was worded incorrectly or there is a bug. I personally dont see another option here besides those two, because the test I did feels pretty straightforward with the conclusion. As I said above, I had charlemagne with and without special equipment, and the special equipment did not alter the counter infantry in any situation. Let me know if you come up with different numbers though in the actual game [/quote] it won't change the damage number of units in headquarters, it will change how much damage they deal in battle.
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Post by jjrousseau on Feb 24, 2022 9:00:11 GMT
As I said, I did deployed as well as headquarters. If you’re meaning that the correct numbers are only shown when attacking, then I wouldnt know. That would take more time to measure than I care for. If thats the case, it would make special items significantly more powerful than they probably should be to be honest.
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Post by andrei on Feb 24, 2022 10:04:47 GMT
As I said, I did deployed as well as headquarters. If you’re meaning that the correct numbers are only shown when attacking, then I wouldnt know. That would take more time to measure than I care for. If thats the case, it would make special items significantly more powerful than they probably should be to be honest. In case figure is changed when deployed (if compared to the HQ) only for the exclusive unit then the description is incorrect - game is not fixed/bugged. As if it would be fixed it would also change for other units not only for exclusive. We just need to wait I assume for clarification in the next update. UPD: I actually think it is quite strange description in the patchnote. Why didn't they change the description of the unique item in case they were going change it so significantly?
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Post by andrei on Feb 24, 2022 19:38:57 GMT
Another question regarding mixing units... Let's assume I am going to use 1 counter infantry unit and 2 archer units with skill "Shoot" which provides no-retaliation effect. Description doesn't say it is Legion effect. What's gonna happen in this case?
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Post by SolidLight on Feb 24, 2022 19:49:31 GMT
Another question regarding mixing units... Let's assume I am going to use 1 counter infantry unit and 2 archer units with skill "Shoot" which provides no-retaliation effect. Description doesn't say it is Legion effect. What's gonna happen in this case? Then, assuming you’re not fighting ranged units or navy, you attack. Your archers in the back take no damage while the enemy counterattacks the counter infantry. Not sure what would happen should you be hitting a counter infantry that triggers counter in this situation though.
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Post by stoic on Feb 25, 2022 11:02:01 GMT
What do we know about different "legion effects"? Here is an example (I discovered it by chance actually ) : Two light cavalry units But if we add one unit of swordsmen - the whole legion will get a new bonus Since I am playing only for several days I can't experiment with many units. But we have lots of different skills and probably it is really worth to mix legions sometimes. For example two elephant shooters and one charge cavalry...
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Post by SolidLight on Feb 25, 2022 12:46:49 GMT
What do we know about different "legion effects"? Here is an example (I discovered it by chance actually ) : Two light cavalry units But if we add one unit of swordsmen - the whole legion will get a new bonus Since I am playing only for several days I can't experiment with many units. But we have lots of different skills and probably it is really worth to mix legions sometimes. For example two elephant shooters and one charge cavalry... Yup. Your unit resists archery better. It also loses 2 mobility and effectiveness against the units you fight against since it’s unlikely you’ll have a general that is equally good at both, and because they counter different units when most of the damage in their case is concentrated in the front. It is worth mixing units SOMETIMES. It comes at a tradeoff and is almost always more defensive in nature and a lot of the tougher missions (treasure missions) consists of you going up against single unit type formations. But sometimes you might want it in a hero legend mission or whatnot. It comes pretty naturally in campaign since you often start with a fairly diverse selection of units. I’m not really sure about that elephant shooter idea. At the very least it should be 2x charge cav + 1 elephant shooter if you want to go for it. Morale damage is mostly delivered by just hitting something really hard which leaves them crippled already so it’s not that significant. Plus your charge cav is going to get wrecked if you try to hit the appropriate counter and you need high charge % for this to be worthwhile. It might be situationally worth doing if you happen to go up against a hugely tough general and you need to quickly get his morale down though to apply that 50% damage over time effect though.
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Post by stoic on Feb 26, 2022 20:20:05 GMT
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Post by randomperson on Feb 26, 2022 23:39:31 GMT
What do we know about different "legion effects"? Here is an example (I discovered it by chance actually ) : Two light cavalry units But if we add one unit of swordsmen - the whole legion will get a new bonus Since I am playing only for several days I can't experiment with many units. But we have lots of different skills and probably it is really worth to mix legions sometimes. For example two elephant shooters and one charge cavalry... Yup. Your unit resists archery better. It also loses 2 mobility and effectiveness against the units you fight against since it’s unlikely you’ll have a general that is equally good at both, and because they counter different units when most of the damage in their case is concentrated in the front. It is worth mixing units SOMETIMES. It comes at a tradeoff and is almost always more defensive in nature and a lot of the tougher missions (treasure missions) consists of you going up against single unit type formations. But sometimes you might want it in a hero legend mission or whatnot. It comes pretty naturally in campaign since you often start with a fairly diverse selection of units. I’m not really sure about that elephant shooter idea. At the very least it should be 2x charge cav + 1 elephant shooter if you want to go for it. Morale damage is mostly delivered by just hitting something really hard which leaves them crippled already so it’s not that significant. Plus your charge cav is going to get wrecked if you try to hit the appropriate counter and you need high charge % for this to be worthwhile. It might be situationally worth doing if you happen to go up against a hugely tough general and you need to quickly get his morale down though to apply that 50% damage over time effect though. I think that Stoic is using elephant shooters on an archer general (Justinian), which is why 2 elephant shooter+ 1 charge cav is better than 2 charge cav+ 1 elephant shooter. However, I think that elephant shooters are tanky enough (and our archers shouldn't be meat shields anyway) so I'd prefer just 3 elephant shooters. Of course, I don't actually have elephant shooters unlocked so that's just my personal opinion.
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Post by kanue on Feb 28, 2022 9:09:34 GMT
Some interesting Skills to combine are Mobilize (ATK cost -1) and Repeated Fire (Recovers 1 mobility if there is mobility left). They both are available for archer and this combination might give an extra attack and also go well with general's Desperate Wager skill. I have never tried this though.
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Post by Erich on Feb 28, 2022 17:06:43 GMT
I think we should mix units for generals, especially for defensive ones. And in this version of EW, because the high customization of units and activated skills of generals, we should do that.
My Richard I, without those Knights Templars (Lance cavalry instead), seriously wounded by a normal group of 2 Counter Inf - 1 Archer. So, I think for late game, it would be nightmare to give generals 3 same units, when enemies have equally good units. When I mix units, I get some interesting groups: 1. Your legion will have many “Legion effect” skills. If you mix Counter Inf + Melee Inf + Charge Cav = -15% damage all type (except Counter Inf, their attack are weak though) 2. Some skills need to mix units to have/for more effective. Forced march: legion mobility is the mobility of fastest unit, if he’s an Inf Gen, we should mix a Cav for him. 3. The attributes of general is for a mix legion (Belisarius, and many). Many generals have Inf/Cav/Archer spec skills but their attributes are for another unit type, and some have good attributes for 2,3 unit types.
I think in this version, ET makes the game for us to mix units in a legion, if we don’t do that, it’s like back to GCR.
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Post by zink on Feb 28, 2022 17:56:52 GMT
Some interesting Skills to combine are Mobilize (ATK cost -1) and Repeated Fire (Recovers 1 mobility if there is mobility left). They both are available for archer and this combination might give an extra attack and also go well with general's Desperate Wager skill. I have never tried this though. I have, if Atilla doesn't move he can attack 3 times with melee cavalry in the mix assuming you use his ravenna crossbow
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Post by torvestareborn on Feb 28, 2022 18:50:03 GMT
I think we should mix units for generals, especially for defensive ones. And in this version of EW, because the high customization of units and activated skills of generals, we should do that. My Richard I, without those Knights Templars (Lance cavalry instead), seriously wounded by a normal group of 2 Counter Inf - 1 Archer. So, I think for late game, it would be nightmare to give generals 3 same units, when enemies have equally good units. When I mix units, I get some interesting groups: 1. Your legion will have many “Legion effect” skills. If you mix Counter Inf + Melee Inf + Charge Cav = -15% damage all type (except Counter Inf, their attack are weak though) 2. Some skills need to mix units to have/for more effective. Forced march: legion mobility is the mobility of fastest unit, if he’s an Inf Gen, we should mix a Cav for him. 3. The attributes of general is for a mix legion (Belisarius, and many). Many generals have Inf/Cav/Archer spec skills but their attributes are for another unit type, and some have good attributes for 2,3 unit types. I think in this version, ET makes the game for us to mix units in a legion, if we don’t do that, it’s like back to GCR. rather than mixing units so you get defensive effects against all unit types, just make sure to attack the correct enemy units based on the counters, it's not hard. If you see counter infantry, use range units to attack them, or melee units. Avoid using cav to attack counter inf etc. The things about being able to hit 3 times is not possible. You would need atleast 13 mobility if you don't move to attack 3 times. If you have atilla with ravenaa crossbow that regenerates 1 mobility, and mix them with range cav who have 10 mobility, all units in the group have 10 mobility and they would be able to hit twice to regenerate 2 mobility, 10 + 2 = 12, not enough for 3 hits. If you mix range with 1 melee cav, that's just wasting the general's range ability just so you hit 3 times, and that's only if you don't move, most scenarios, you would have to move anyway.
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Post by Erich on Mar 1, 2022 4:03:13 GMT
rather than mixing units so you get defensive effects against all unit types, just make sure to attack the correct enemy units based on the counters, it's not hard. If you see counter infantry, use range units to attack them, or melee units. Avoid using cav to attack counter inf etc. The things about being able to hit 3 times is not possible. You would need atleast 13 mobility if you don't move to attack 3 times. If you have atilla with ravenaa crossbow that regenerates 1 mobility, and mix them with range cav who have 10 mobility, all units in the group have 10 mobility and they would be able to hit twice to regenerate 2 mobility, 10 + 2 = 12, not enough for 3 hits. If you mix range with 1 melee cav, that's just wasting the general's range ability just so you hit 3 times, and that's only if you don't move, most scenarios, you would have to move anyway. [/quote] Generals can attack 3 times. My Aetius when having Desperate Wager (from Belisarius) activated on him can attack 3 times when I mix a Ravenna Crossbow in: 10 mobility -5 (1st attack) + 1 (Ravenna Crossbow) = 6 mobility -5 (2nd attack) +1 (Ravenna Cr) = 2 -5 (3rd attack) = 0. And I prefer to mix unit, at least one different type for most general coz they usually have many good attributes (Belisarius Cav-Inf), or another unit has good skills (Ravenna Crossbow)
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