Especially LegendOfTotalWar. I know he was and still is kinda the 'blunt' YouTuber in the TW community and he never beats around the bush, but that's what I like about him. Dude knows what he's talking about in regards to Total War.
He's no longer blacklisted by CA these days, so CA values his feedback now, and that's great but he was only trying to help fans when he spoke about removed features from ToB (I believe that was the case, could be misremembering) when he wasn't meant to. This is getting off-topic now.
Two things he has mentioned that I hope CA at least look into and maybe address is this:
Siege AI
https://youtu.be/mLUYJRchrEMAnd also in two videos - he's stated that the Ogre's are weak on the battlefield.
A few more videos where he mentions things that could be improved:
https://www.youtube.com/watch?v=QY1msjPf1g8&t=531s&ab_channel=LegendofTotalWar
https://www.youtube.com/watch?v=pouU7sddM2k&ab_channel=LegendofTotalWar
https://www.youtube.com/watch?v=SqLZsWkT6S8&t=972s&ab_channel=LegendofTotalWarWhether you hate him or love him; he does bring up some good points about Warhammer 3. It's with feedback like this that CA can make Warhammer 3 even better before the February launch.
inb4 stop preaching about LoTW Have a good day!
Comments
- Report
0 · 12Disagree AgreeSafe to say people don't agree with your whining.
- Report
2 · 5Disagree 2AgreeI don't care that you disagree.
I'm entitled to my opinion.
- Report
1 · 11Disagree 1Agree- Report
9 · Disagree 9Agree- Report
13 · Disagree 13AgreeFrom that moment CA too like 2 years to solve that.
CA would change stuff only if basically all youtuber were to revolt and cry about a single topic. And even then, as Legend himself said, AI is not trivial matter: they can't possibly make it good for release if it's basically old WH2 AI. There's mathematically too much work for 4 month (which is less than 4 months because of holydays).
- Report
1 · 1Disagree 1Agree- Report
0 · 11Disagree Agree"Find me a creator I care about saying the same thing and we can talk.
Legend's feedback means nothing to me."
So, you DO agree with him? You just won't accept what he said unless it's from another YouTuber? That seems like a you problem, my friend.
- Report
0 · Disagree Agree- Report
0 · 10Disagree Agree- Report
0 · Disagree Agree- Report
0 · 10Disagree AgreeLet Slip the Dogs of War - A fanmade Campaign Pack concept
https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
- Report
3 · Disagree 3Agree- Report
15 · Disagree 15Agree- Report
0 · Disagree AgreeYou tried.
- Report
0 · 6Disagree Agree- Report
0 · 2Disagree AgreeThese are also battles played against an AI with armies that aren't very cohesive. It's not a great representation of balance.
Though it is probably worth saying that Khorne and Ogre army abilities are probably a bit too difficult to activate, and the Tzeentch ones might be too easy.
The Siege AI being bad is sort of expected. It's the reason that the WH1 and WH2 sieges were made what they are in the first place. Making a good siege AI is hard, and it's easier to make the AI sort of reasonable with the smaller, more focused maps than with larger ones.
I think it's safe to expect that the new siege and settlement battles will heavily favor the player when compared to the old ones with them being so large and having more choke points/being more spread out.
- Report
0 · 2Disagree Agreethey had 6 years to do something with sieges.
ai already preformed terribly in sieges in tww1 and 2. they tried to fix that with towers that have crazy range and should on paper force players to storm the walls. but it doesn't take a genius to realise you can take out towers and shoot ai to death.
if you can't make functional sieges then scrap them all together. they bring absolutely nothing to game, they are here just to exploit ai to death.
- Report
6 · 2Disagree 6AgreeLOL
A lack of self awareness is my favorite form of hypocrisy.
- Report
2 · Disagree 2AgreeAll I see are 4 paragraph of weak excuses for crappy AI design
- Report
3 · Disagree 3AgreeAs for the Siege AI one important thing to remember is this is custom battle against normal difficulty AI which means the AI has less troops to work with than the attacker and less troops than we'd expect for most of the garrisons we'd expect in a settlement.
Part of the issue with the way the AI is playing has to do with being outnumbered but still trying to defend most of the map, something that naturally results in both being pulled apart and the AI struggling with effective unit placement. Since the AI doesn't know where the player is attacking from they spread troops, something that makes sense with a full garrison but results in very poor trades when outnumbered.
While it is correct that the AI's constant attempts to fall back and unify are often detrimental to the current situation the AI is also playing with less resources than it was designed to have on the maps in question. Custom battle is not a good measure of the AI's performance since it's balanced around PvP. It may be a fair criticism that the AI should be more comfortable sacrificing a unit to unify a greater portion of their army but that's a hard thing to assess from one custom game.
The individual points aren't bad but assuming they'll generalize to campaign is inappropriate at this time.
- Report
0 · Disagree Agree- Report
0 · 2Disagree AgreeStill they kissed and made up, so all good now.
- Report
0 · Disagree Agree- Report
5 · Disagree 5AgreeIt was a reason to be hesitant about any sort of siege rework from the start. With the old siege maps, all they really needed to do was give the AI the ability to sally out of the walls vs an army with an overwhelming number of missile units, too much stalk, or if not enough attackers are on the walls/in the city for too long. That would have made sieges way more difficult for most factions, since it would have curbed the "just use artillery, archers, and/or magic" tactics.
Bigger maps with more mechanics do not do anything to help the AI when it couldn't handle the WH1/WH2 maps, which were small and made it relatively easy for the AI to make "reasonable" decisions. And even then, the effectiveness of the AI in sieges practically scaled inversely with the size of the map, being better on the smallest siege maps with the least area to defend.
Maps seem to be 2-3x the size of what they generally are in WH1 and WH2. That does not help the AI, whether it's attacking or defending, as it means it will spread out its forces even more to defend/attack different locations, and will leave more units behind for control points.
All you have to do as a player is stack most of your army in one place, with some unnecessary units spread elsewhere to make the AI defend other locations, and you can just overwhelm them a bit at a time. That already works with the current AI, except that the smaller maps mean your units get stuck and run into serious problems with pathing through the city and fighting effectively, and you can't make the AI split up its army as much.
The larger maps in Wh3 give more space for such tactics.
CA decided to listen to player feedback and change the siege/settlement maps to be larger and more complex. It's what people were asking for. The AI in TW games has never been able to handle such large siege maps, and fixing it so it can handle them at all is going to be exceptionally difficult for the devs, especially in a game with even more types of units and spells that can obliterate blobs of units.
IMO, probably the best thing they could do with the AI is have it set up on the walls to secure all of the towers, then once units approach within a certain range of the walls (not when they're on top of them), have them pull their units back to the next point, unless the wall fight is clearly in the AI's favor, and then repeat that again, with the battle, hopefully, ending with the entire AI army at the main plaza.
The AI needs to start retreating with enough time get off the walls and pull back with relative safety, so archers should get no more than 1-2 volleys from the walls, then pull back well before ladders/towers can even dock.
Though there's an obvious problem with that of fast units like cavalry and flyers harrying retreating units, causing them to turn and fight, and thus bleeding units from the AI, but it'd probably be better than what we've seen so far, and that can probably be mitigated by having the AI pull any nearby missile units and trying to concentrate fire to cover, while not letting the "caught" unit(s) move back towards the walls.
- Report
1 · Disagree 1AgreeThe video's critiques are substantially more nuanced than the clickbait title implies. It's just a shame legend doesn't seem to realize how the initial circumstances of the battle make it a pretty useless example. If with the garrison the AI is doing the same thing then I'll worry, but this circumstance is not generalizable.
- Report
1 · Disagree 1Agree- Report
2 · Disagree 2AgreeReported for slander
Nurgle is love
Nurgle is life
#JusticeForNurglingForumAvatars
- Report
6 · 3Disagree 6AgreeNurgle is love
Nurgle is life
#JusticeForNurglingForumAvatars
- Report
1 · 1Disagree 1Agree- Report
1 · 2Disagree 1Agree