Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
The Grimwar 28. aug. 2021 kl. 12:27
I believe that the weapon and armor upgrades NEED to be buffed, change my mind!
I'm sorry, but incremental upgrades of 3%? Really? That's just trash, especially for the units with only about 10 armor or less and low melee attack power! The whole point of getting the armor and weapon upgrades was so that your units would be upgraded and so have a noticeable edge in battle! Where's the edge? The enemy javelinmen still cause significant damage to even my veteran gold ranked pikemen (that's the point of javelinmen, but the increased armor is supposed to be noticable!), the least I want to do is reduce the chance of them dying to the javelin throws before the melee begins!

The armor and weapon upgrades need to be buffed, for one, I don't think the buff should come in the form of percentages. IRL that doesn't make sense, and it limits its effectiveness in gameplay, ESPECIALLY for the units with low armor, melee defense, and attack power, for armor. For armor, the increase for each level should be (5>10>15), and with the latter two upgrades it should give a marginal increase in attack power for the units with shields, because "a great shield is a weapon in of itself," as for the weaponsmith, the increase in attack power should be the same numbers as they are, just not percentages (3>6>9).
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kam2150  [udvikler] 30. aug. 2021 kl. 14:02 
Its not trash, you just dont understand how total amounts work.

Since stats in DeI actually work, all upgrades matter a lot more.

But also to curb a bit late game player OP units, we try to keep our stats in reasonable ranges.

Armour and weapon upgrades are especially stupid in this game as they are % based. This means only units with high armour benefit a lot from it which is stupid as they already have best equipment. If you increase these bonuses, you just end up with elite units being even more elite while lower tier units dont get as much. In ideal world it should be other way around and units with lower armour should benefit more instead of top units but that is not possible.

Then, we also take ALL bonuses you attain into account so once you add up all armour bonuses, which I mind you, they all stack, you end up with high values. We simply looks at bonuses from big picture perspective, hence it is easier to avoid extreme bonuses stacking by player.

To be honest, even now you can get waaay to strong units and too high values.

What you propose would be just easy mode for player and even more boring late game. Also in your example you mentioned javelins, which are high AP damage weapons so their thing is they ignore armour.

As I did in the past, just visit our discord as most questions you have would be answered there rather fast.
Sidst redigeret af kam2150; 30. aug. 2021 kl. 14:03
The Grimwar 30. aug. 2021 kl. 14:51 
Ah, I understand.

As for the offer to communicate on Discord, I'll try but it may takea while as I just find that platform so CUMBERSOME to use.

What do you think of the idea of making the "Immigrant zone" building chains reduce public order penalties from the culture that you're building it for? For example public order penalties from Daco-Thracian, Illyrian, and any other foreign Culture would be reduced by building these places.

Lastly, I think that the ammunition increase from the wagon trains should be applied to the cargo ships as well.
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