Schuesseled
Deity
- Joined
- Mar 31, 2008
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ranged retaliation is fine as long as the retaliation is weaker than an attack by the same unit. HOMM STYLE!
1) Well not necessarily. You are not going to run here & there to keep your opponent out of range. If your opponent surrounds you then this hit & run would fail. Also ships are going to have more purposes like bombarding land units so running won't be a very feasible choice.Alright, let's say we can return fire. I see two bad things happening:
1) Having "one more bombard range" is now absolutely crucial for ship warfare. If I have a bombard of 5 and you have a bombard of 4, I will try and get 5 spaces away from you. I think this is messy.
2) I am trying to decide what to do with my archer. I can attack your archer, who will fire back, or your swordsman, who can't. I will most of the time choose your swordsman.
ranged retaliation is fine as long as the retaliation is weaker than an attack by the same unit. HOMM STYLE!
I think the key here is how vulnerable the ranged units are to counterattack (both ranged and melee). If you don't have a strong enough melee 'screen' to protect from opposing cavalry and infantry, then your entire army will crumble quickly. Archers and Ballistas (and presumably other catapults) have only 4 strength. A swordsman or horseman is (probably) going to one shot them. On the same token, archers in the video could barely scratch the legion- it took catapults (with their set-up time) to really damage them. Also, the set-up time on the stronger ranged units really makes them vulnerable to countefire by other ranged units- even two archers should be able to take a ballista. My current estimation is that ranged units will be essential support, but over reliance on them can lose you a ton.
Why though?Thoughtful Thug said:I just saw the video and wanted to make a thread about it too.
Any units with range capabilities under attack by another unit with range attack ought to have the ability to fire back with at least half the strength during the bombardment. Please Firaxis fix this!
For the sea, I really see your point. Afterall it's like the land but with only archers available. Either you have a situation where ships don't deal enough damage, and sea combat isn't nearly decisive enough, or they deal enough, and it turns into a "first attack wins" scenario.Earthling said:At sea, it's a big problem, I rightly agree with Arioch. The tactical positioning for attack range and massive use of focus firing/attackers advantage is common in every ship (and spaceship) game with such systems. It will become required for success in civ5 too if bombardment has any significant effects (rather than sailing to the adjacent tile for a regular attack)
So I think that removing ranged ship-to-ship combat altogether is really only the best solution for civ5, otherwise it's something we'll have to deal with/exploit too much. Ships should engage each other in regular combat - let them bombard land at whatever range they get, sure, but not other ships. Air units or missiles should be the only things that "bombard" ships, or maybe coastal batteries but I doubt the game has those around.
How is it different from a melee unit? The unit can attack once per turn, but if it gets attacked during the enemy's turn, it fights defensively.If an archer unit is firing every turn, its rate of fire is 1 shot per turn. If it's firing and being shot at by another unit, its rate of fire is 2 shots per turn. This doesn't seem to make much sense.
Why is this a problem? Archers should be for weakening melee units. Archers > melee > cavalry > archers, in some sense at least.I'm presented with firing at both an archer and a swordsmen, I'd rather shoot at the swordsmen