Thanks for the observations. This is exactly what we need, a good discussion on perception of the changes and a jolly good natter about what seems to work and what doesn't appear to work.
I'll respond to Gunners specific points below, but don't take this response the wrong way, I'd encourage all the testers to put up their thoughts on the changes:
Gunner24 wrote:
Some early observation from SP mode.
Small cavalry units are often Lancers, but not always, depends on the faction, I would have preferred all to be NOT Lancer type Cavalry, but only a small thing - not really important.
I hear you. I'd hoped that the small cavalry unit might end up as hussar, but it was made fairly clear during the discussion on this that end price was very important. As it is most cost 350f which is probably a little more then we'd hoped. Some factions have a sword armed but cheap cavalry unit but others don't. The choice then is for these factions to use their cheapest sword armed unit, but this might push the small units price up over 400f.
Gunner24 wrote:
The "new" Generals appear to better, beating the small new Cavalry unit !.....The AI General might be a little more trouble than before - not a bad thing.
Yes, its quite noticeable eh? The General Unit is equivalent to a Hussar unit now (only smaller). Not sure if this is really a good thing or a bad thing...perhaps it doesn't matter either way. Watch out for the AI general poaching your artillery now though.
Gunner24 wrote:
Howitzers seem to be even worse than before (I thought we all agreed they had to be improved ?????).
Statistically speaking they are better, as good as they were in CB30. during internal testing here my impression was that perhaps they are in fact too good and I worry about this. Need to get reports from all the testers however.
Gunner24 wrote:
It's very early I know, but I'd not expect to ever see them being picked, having hardly any kills at all in the few SP test games I've had so far.
Interesting, exactly the sort of feedback I need to - keep it coming in.
The dedicated howitzers have longer range then even the 12lb cannon, this is a design feature not a bug (at this stage) to provide a leg up mainly for those factions who don't have a 12lb cannon. Having said that though, at their maximum range the inherent error in the fall of the shell is going to be huge so I can see why the impression might be that they are fairly useless.
At medium range I think you are likely to see a better effect. The big cannon with their shell option have the same accuracy statistics as the howitzers so fire up a few of these bad boys and let me know what you think. At maximum range with a 6 gun position + 4 gun howitzer battery pounding the enemy positions I have found shell quite devastating.
Gunner24 wrote:
That will please GP !. I will need some proper games to see if these were "bad luck" results or if they really are this bad !. If they are as bad as they seem, I'd not buy them for even half the cost. Lets hope these are not normal results, and they are better than they appear to be so far.
As I say, I worry that shell is too accurate myself, particularly at medium and close range. But its sometimes hard to use howitzers at their maximum effect against AI. Very interested in some MP results.
Gunner24 wrote:
Cost changes all look good, so far as I can tell, a bit more variation in Militia now - which is better.
Yes, I'm reasonably happy with the 'smoothing' of the costings.
Gunner24 wrote:
Not tried the British rockets yet, but I don't expect they are not going to do anything much - if better or worse than before. Not an important item really, one way or the other, as long as they are no worse than before it should be fine.
Along with howitzers, rockets also benefit from better accuracy. They are now as accurate as howitzers were previously (so, still pretty bad). Additionally, along with Russian licornes they benefit from having the longest range of any of the field assets in the game. Of course at maximum range their ability to hit anything with pinpoint accuracy is pretty laughable.
Nevertheless I put in a bit of effort on the rocket troops to make them at least viable even if they won't be chosen often. Their ammunition has been tweaked to more reasonable levels, the crew has been reduced to reduce cost, range up, accuracy up and number of carriages increased to 6. Given these changes their cost is pretty attractive. Under the right conditions they are likely to prove quite distracting to an enemy general coming under fire I think.
Gunner24 wrote:
Not sure about the artillery changes yet, I will have to look at them in more detail later, this no cannister, but shell thing, has me a bit confused for the moment - I need to see what they do and don't do in a proper game, costs look ok.
Yes, its got me scratching my chin also. I'm quite used to pulling up in the front line at maximum range with a big battery of 12's and pounding away, then switching naturally to canister as the enemy closes. I can't do this now. As the enemy closes I have to switch to canister with my howitzers or bring in an additional battery of 6lb. This is confusing and non intuitive...however....at the same time I'm finding that at maximum range I'm using shell from my position 12lb batteries, then, as the range closes to medium I'll switch to roundshot and try to pick off my enemies artillery as it advances. This -does- feel about right, so I guess it might work out.
Its an interesting dynamic now and a hard choice. The familiar rock-paper-scissors game we're used to just got a bit more subtle.
Best regards and thanks again for your first impressions.
Moopere