Hi There!
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Aside realism, the big problem for me is how OP archers really are, because footmen still relie on armour to protect themselvs
I’ve found that if you have 2 of all classes, after a while, archers are much more of a better choice to promote
The team said on ome DT that knights beat footmen, archers beat knights, and footmen beat archers,
Problem is, when i order a single maxed out footman to go against a archer, often it’s the case where, the footman hits the archer, the archer runs away, and shoots the footman
And turnes out, the footman tends to lose without any heals(the kobolt having non as well), and on the other hand, while knights do struggle to get the archer’s health down, they tend to be able to survive enough blows to get the archer cornerd on a cliff or wall and finish them of with consistant attacks
What i’d suggest is to make the footman relie on ‘Health’ and not ‘Armour’ for survivability since the archer is an armour penetration unit, and the footmen are swift and hard-hitting damage dealers (and also suppose to be archer killers)
Or make the footmen have a charging dodge exclusive for the use against projectiles(that might be easier for balancing in my eyes)
Anyways, that’s my view on how the archers are (of and btw player archers tend to just crush the AI archers)
I do enjoy how the combat system is at this point and had a lot of fun playing around with it, i just don’t feel like the archers are on the right state
Do feel free to disagree and i’ll see you people soon!
Symbol Out!
Ps: also there’s a bug with the archers, if you didn’t see the post here’s a link
http://discourse.stonehearth.net/t/archers-wont-shoot-if-they-had-a-defend-order-prior-to-an-attack-order/22156/1