Ahh, sorry. I guess I did miss it when I read back through OTAKUjbski's tests. Was it a mix of both, starting with Barrage 2 and finishing with CR2? It looks like they are separate tests.Fezzik, im not really sure what youre looking for but i conducted a test with CR2 vs B2 cats a few posts up. Not sure if you wanted something else or if you just missed it, but anyway.
"Deceiving" is a weak expression considering what one should expect going strictly by the tooltip wording:Even if the percentage is deceiving, they may have some value.
Executive Summary:Could someone post a summary, or is the current status "unknown"?
1) CR2 3.5% B2 1.4%
2) CR2 9.5% B2 2.5%
3) CR2 21.9% B2 6.3%
4) CR2 47.2% B2 19.0%
5) CR2 69.8% CR2 77.7%
6) CR2 82.8% CR2 86.4%
Right - but I'm not at all following why it is that assortments of various contrived combinations of attackers and defenders is going to tell you anything about what the intended results were.
The "problem", if there is one, certainly isn't in the rounding (because they implemented that same problem everywhere).
If I ran the zoo, the first comparison I would look at is the effect that using a damage modifier, rather than a strength modifier, implementation would do.
Even if the percentage is deceiving, they may have some value. Barrage 2 does cause more collateral damage, correct?
It was even worse with Trebs.
This does have me thinking, though ... maybe the first 1 or 2 Siege should be CR while the follow up are then Barrage ... perhaps the developers intent is in finding some sort of mix or balance.? (I'll have to test that too somehow, I guess.)[/INDENT]
Combat is the promotion line of choice for siege weapons that are on the defense.
My favourite promotions still are Barrage I, II & III.
My favourite toys, are Barrage level III Modern Armours. And yes, I will also use them to penetrate into cities.
If you have a SoD in a MP game, no matter how big it is, the one thing that scares you most is a brigade of Barrage-III-Modern-Armours (but Stealth bombers are scary too).
But I haven't seen any proof that barrage is useless in the field.
CR for cities. Barrage for anything non-ctiy. Simple
Really? Haven't you been paying attention?
Collateral Damage: Catapults vs Strength 5 units (Axes, War Chariots, etc)
Unpromoted: 10 hp
Barrage I: 10hp
Barrage II: 11hp
Barrage III: 13hp
Collateral Damage: Catapults vs Strength 6 units (Longbows, Swords, Vultures, etc)
Unpromoted: 9 hp
Barrage I: 10hp
Barrage II: 10hp
Barrage III: 12hp
Collateral Damage: Catapults vs Strength 8 units (Maces, Praets)
Unpromoted: 8 hp
Barrage I: 8hp
Barrage II: 9hp
Barrage III: 11hp
Collateral Damage: Catapults vs Strength 10 units (Knights)
Unpromoted: 7 hp
Barrage I: 7hp
Barrage II: 8hp
Barrage III: 10hp
Two promotions to get 1 extra point of collateral damage seems like a decent approximation of useless. If your plan is to redline the defenders, then use your attacking pieces, the promotions are worthless in practice.
For situations where you won't be redlining the defenders, if that 1hp should happen to cross a jump point, then you might be getting some real value out of it. If you wanted to figure that out, you'd need to determine what combination of strengths and bonuses of your next attacking piece.
Example: a small incoming stack includes a couple of spears, your counter attack includes horse archers. Your unpromoted catapult will do 11hp of damage to the spears, the first two barrage promotions add 1hp each. Therefore, depending on the promotions you use, the spears will be at 89%/88%/87% strength when the HA ride in. Problem: is there ANY combination of promotions on the HA and promotions on the spears that places a jump point between 89% and 87%?
Maybe, maybe not. The width of that gap does scale linearly though, until it hits the cap - I'm guessing that you have a much better chance of finding some combination of bonuses that gives you a jump point between 67% and 61%, for example.
Yup. Simple. Wrong, but simple.
Combat. Im sure someone will get around to testing this soon, but it should be obvious than surviving siege that does a borderline meaningless lower amount of damage is better than dead siege that did ever so slightly more.What promotion will be more effective for dealing collateral damage in the open field?
Basic siege is so powerful that you could leave them unpromoted and barely even care about it. If they were more balanced it would be painfully obvious to anyone how worthless barrage is.
Combat. Im sure someone will get around to testing this soon, but it should be obvious than surviving siege that does a borderline meaningless lower amount of damage is better than dead siege that did ever so slightly more.