Slann
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Fourteenth Spawning
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That was a neat conversion.
That was a neat conversion.
Saw this thread popin' up on the recents sometime ago and hestitated about posting about it
I had high hopes for TWWII and overall, it didn't disappoint. It seemed every iteration has to have one DLC that completely disgusts me (Norsca for TWWI and Vampire Coast for TWWII). TWWIII however, is an utter disappointment for me. Neukislev and neuCathay aside, the gameplay has major problem that, to this day (or, yesterday when I stumbled back on r/totalwar, anyway). Range weapons remain bugged, Empire continues to suck, campaign map AI favors Chaos Tide that made Empire play all about saving anything not Lustria and Ulthuan (and Cathay is safe on account it being huge on a continent of almost no enemies except Chaos to the north (and the Great Bastion takes forever for AI Chaos to break)
I lost interest with after the Chaos Dwarf DLC. Frankly at this point, just wait til the game is dead and buy it off a bundle or GOG if CA goes bankrupt from their HYENAS and Pharoah fiascos
Well, Total War is a franchise by the British video game developer Creative Assembly, based in Horsham. They made their mark by releasing Shogun: Total War in 2000. It was a 4X game, meaning you get to explore, expand, exploit, and exterminate. Or, you usually start with a city/faction/settler/whatevers and building a starting point, usually a city, and began collecting resources to grow your initial city, develope infrasructures like buildings for more recruitment or unlocking new technologies, and then expand, usually by taking over other cities. The most common end-goal is destroying opposing factions by taking over/wiping out their last cities.i have no experience on TWWIII, but it would be interesting to hear from someone (else) who does.
TWWIII is fine. Honestly, all three are fine, they're pretty similar.i have no experience on TWWIII, but it would be interesting to hear from someone (else) who does.
Disagree. They could have done by adding an unit attachment system like Mark of Chaos or DoWI, they have not. And now they have to deal with the two-tier balancing they got where lord-sniping spells has do hundreds of damage while AOE spells has to do at most a bit over 100 because small models have less 100 hit points. Just have the attached unit take the hit from the attached character instead, and have characters automatically move to attack each other if two opposing units with attached characters are engaged.Casters heroes have always sucked as actual units, god knows why they didn't just give them ranged attacks so they feel more natural and useful
Like I said, heroes/generals should just come with a unit of bodyguards instead of being 1 superpowered guy.Disagree. They could have done by adding an unit attachment system like Mark of Chaos or DoWI, they have not. And now they have to deal with the two-tier balancing they got where lord-sniping spells has do hundreds of damage while AOE spells has to do at most a bit over 100 because small models have less 100 hit points. Just have the attached unit take the hit from the attached character instead, and have characters automatically move to attack each other if two opposing units with attached characters are engaged.
The problem is that the TWW games where always intended to build upon the same, shared, framework. TWW II && III shouldn't really be viewed as a standalone sequel games, they're kind of just very big DLC/expansion for TWW I. Essentially they just made 1 really big game over the past 8 years, not 3 seperate games. And that limits their ability to fix major problems. Fixing fundamental flaws in the core framework isn't really an option with that kind of approach.There's not just past mechanics can be weird -- it's the lack of effort to even try to make it work. It's like saying because AI has been shit since Rome II we shouldn't expect any better; well, that's how you the current AI
The issue is that by giving them ranged stats, but no ranged attack, they're kind of useless 99% of the time. Since it takes 20-30 seconds to recast any spell. Which is a very long time to just be standing around doing nothing. They need to be given something vaguely useful to do in between those spellcasts. And while you could just give them more frequent spellcasts, that has the significant downside of being a very micro-heavy solution. A basic ranged attack would be one of the simpler solutions.Nah, the range stats are fine on pure casters, that's what they are designed to be, squishy in combat but their power comes from their ability to cast spells. The problem is the way the magic is implemented. Generally low impact except for a handful of spells especially on ultra unit size
The last thing I want to see in any Warhammer game is to have wizards & mages come with a default, non-magic-costing range attack.