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Can we get some good players? All I have encountered so far are guys complaining that I cheat or they generally are bad. I remember the good old days with one mistake=death matches. Why didn't rome 2 have good mp! Why!
Cmon guys. Share a day or two and hop back on to shogun 2.
TheokolesOfRomeSenior MemberThe Highlands in me kilt.Posts: 1,484Registered Users
edited February 2015
Ah, Shogun 2. I wasn't the best, but I was very good. Top 200 I'd say, maybe better once you weeded out the cheaters droppers and spammers, but Rome 2 has ruined me.
The difference in skill and micro level between the two games is huge. Way too much for a day or two of trying to get back into the game.
For me anyway But good luck trying to find good players.
This is how bad I am at the moment, though this was a few months ago now:
My Youtube Channel: https://www.youtube.com/user/brightbluejacket1
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Hi shogun fans, if you want some real challenge in shogun 2 mp you can add me and we can have some (very very very) hard 1v1 gameplay. My steam tag is [One] floki. I am usually online at 5 Pm + (New-york time).
Ps: I agree that it would be nice to have a revival of the game .
I was able to get to the top 50 for a while, played with many people from clans like TWR, Gerudo, RTK etc.(some people here who have had some competitive periods in TW would know them well). But with Rome 2, unfortunately, many of the mechanics in the game were changed making it extremely non-competitive. At this stage all the clans and players who saw TW as a game to have hard 1v1, team battles on land and even water are gone(including myself).
With the latest instalments TW became a more casual game. All the famous tournaments (Gerudo, holy grail, beta, agony etc.) are dead, the clans are dead. Pretty much the whole competitive community is dead. To hope that they ALL come back is stupid, unfortunately. I would love to see the next instalment have its micro and macro management similar to shogun 2, for th battles to be pretty quick, balanced. The we could have a revival of the MP community.
I fired up the game after a 3 year break to discover that my general skill points have been reset to zero
Regardless, I am back playing again as a noob and enjoying it immensely. Absolute basic troops, lost all my key units, but its fun to rebuild from scratch. You can add me on Steam as
|Takeda| Shingen/ MCM.
Question- have they taken away the chat function during matches?
I remember the glorious days when Shogun 2 had just released, everyone was leveling up their armies against each other. We learned new tactics, army compositions, man that was so much fun. The progression of multiplayer is what made it for me, sooooo sad they screwed up Rome2/Atilla. Very disappointing.
Having my clan reign the top of the leaderboards was such a memorable experience to me. We fought other clans, hell we even had training days together. Ugh I miss that so much.
I started playing it again a couple of weeks ago, and all in all i am having quite some fun, the game is still alive, but very few people playing tho, so it takes a bit to find a match sometimes. Also of those few still playing many are cav spammers, dropers, etc, not to mention almost EVERYONE has DLC units...
Looking back at Shogun 2 multiplayer now 7 years later, one can see many of it issues clearler, but also see all the potential it had that none of the newer Total War games even come closer to archive. I really wish CA and SEGA went back to it and further updated it. The most glaring issues on my opinion worth adressing(to some degree) for the multiplayer:
1st: It goes without saying that paid DLC should had never been allowed in a competitive multiplayer game. Those who buy Rise of the Samurai, Sengoku Jidai, Saints and Heroes or the Ikko Ikko DLC all get more powerfull and cost eficient units, not to mention a lot of very powerfull exclusive retainers! Thus puting anyone who does not pay for the DLCs at a handicap. Diferent time period units should not have been mixed toguether neither, this takes away from immersion.
2nd: Capping units... This should have been done with all units in my opinion. No one should be allowed to field an entire army of the same exact unit, making certain retainers extremely OP and making said build very hard to counter with anything other than an specialized anti-build. All units should have been capped at around 6(some, specially monks, at even less), as well as having a Unit-Class cap too, like for example max 8 calv, max 8 swords, etc, etc thus forcing melle spamers and in particular cav spamers to at least mix up their units a little; A unit and class cap would also automatically balance out certain retainers selection.
3rd: On the retainers topic; They ALL should have been easier to unlock by being directly linked to either Archivements or Territories on the Avatar Map. None should have been linked to random post battle drops, much less to FULL armour sets where obtaining each individual piece is itself based RNG. One can play a million battles and still be as unlucky as to not get some of the arguably most important retainers, leaving you with a handicap on the multiplayer based purelly on luck.
4th: A new player with only ashigaru units unlocked(even if said new player is very skillfull) has almost 0 chance to win a battle vs a more leveled up player(even if said player is less skillfull), as the ashigaru units will simply rout as soon as the fight start. In my opinion all basic samurai units(bow, yari, katana and yari cav) should have been available from level 0 to all players. This would even up the field early on and give everyone a fairer chance. Clan specialization should instead be about unlocking higher tier(specialized) units and upgrades, not starting ones.
5th: The inclusion of dojos on the different maps is overall a great idea, as it prevents camping and red lining. However not all dojos are created equal and their positioning and randomness make for some unfair situations sometimes, when one dojo of arguably less importance is closer to one player, while another dojo of arguably higher value is closer to the other player. All dojos should simply be equally accesible to both players at the start of the game, being it ultimately up to said players to focus or not on capturing or neutralizing them. On the same topic, Bow Dojo should give both accuracy and reload speed, and do NOT give ammo-resuply for 2 reasons: - Most games end so fast that you hardly ever run out of ammo, making the ammo ressuply mechanic and even the extended ammo upgrades rather pointless most of the time. - In the special case of the enemy spaming cav and bow cav, it becomes the complete oposite, this dojo and its ressuply ability becomes OP. With a balanced army you are basically forced to go for the hills and forest in order to have a fighting chance vs said cheeze army, however, since the bow dojo gives ammo resuply then we are sadly forced in stead to be out in the open near the dojo and be an easy target, or simply go to the woods and die from infinite arrows.
6th: Naval battles on vanilla Shogun 2 are a mess. Yet they are nesesary in order to unlock all land regions(thus all units and retainers) on the Avatar Conquest map. I think this was a mistake; Siege battles are neither required nor ranked, why then make Naval ones both things, when they are arguably worse than Siege?!
7th: Why allow Public Groups to be selected as Clans? This makes the whole Clan Competition feature rather pointless as zerg clans have a clear advantage over smaller private ones. Small steps to alleviate this were taken such as the implementation of losing points by losing battles and such, but that aint enough. Only private groups should have counted as Clans from the begining, and only Officers(owners) of said groups should have been able to activate them and select clan specialisation. Anyone on the group being able to do this is rather frustrating since there is no option to disband the group as a clan, nor of changing clan specialization, such options should have been added too at some point!
8th: Another thing greatly missing is the option to reset veteran skills like we can do with our general. This would allow players to be more experimental with their units and builds and give an extra insentive to keep playing multiplayer if only for the clan tokens.
Comments
The difference in skill and micro level between the two games is huge. Way too much for a day or two of trying to get back into the game.
For me anyway
This is how bad I am at the moment, though this was a few months ago now:
Watch if you like high quality, edited and cinematic videos with informed content.
My Rig:
i7 8700k @ 4ghz
1 x Titan X Pascal
16GB 3000Mhz Ram
1TB SSD Drive
34" Curved Monitor 3440x1440p
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0 · LikePs: I agree that it would be nice to have a revival of the game
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0 · LikeWith the latest instalments TW became a more casual game. All the famous tournaments (Gerudo, holy grail, beta, agony etc.) are dead, the clans are dead. Pretty much the whole competitive community is dead. To hope that they ALL come back is stupid, unfortunately. I would love to see the next instalment have its micro and macro management similar to shogun 2, for th battles to be pretty quick, balanced. The we could have a revival of the MP community.
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0 · LikeRegardless, I am back playing again as a noob and enjoying it immensely. Absolute basic troops, lost all my key units, but its fun to rebuild from scratch. You can add me on Steam as
|Takeda| Shingen/ MCM.
Question- have they taken away the chat function during matches?
風林火山
不動明王
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0 · LikeHaving my clan reign the top of the leaderboards was such a memorable experience to me. We fought other clans, hell we even had training days together. Ugh I miss that so much.
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0 · Like- Spam
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0 · LikeLooking back at Shogun 2 multiplayer now 7 years later, one can see many of it issues clearler, but also see all the potential it had that none of the newer Total War games even come closer to archive. I really wish CA and SEGA went back to it and further updated it. The most glaring issues on my opinion worth adressing(to some degree) for the multiplayer:
1st:
It goes without saying that paid DLC should had never been allowed in a competitive multiplayer game.
Those who buy Rise of the Samurai, Sengoku Jidai, Saints and Heroes or the Ikko Ikko DLC all get more powerfull and cost eficient units, not to mention a lot of very powerfull exclusive retainers! Thus puting anyone who does not pay for the DLCs at a handicap.
Diferent time period units should not have been mixed toguether neither, this takes away from immersion.
2nd:
Capping units... This should have been done with all units in my opinion. No one should be allowed to field an entire army of the same exact unit, making certain retainers extremely OP and making said build very hard to counter with anything other than an specialized anti-build.
All units should have been capped at around 6(some, specially monks, at even less), as well as having a Unit-Class cap too, like for example max 8 calv, max 8 swords, etc, etc thus forcing melle spamers and in particular cav spamers to at least mix up their units a little; A unit and class cap would also automatically balance out certain retainers selection.
3rd:
On the retainers topic; They ALL should have been easier to unlock by being directly linked to either Archivements or Territories on the Avatar Map. None should have been linked to random post battle drops, much less to FULL armour sets where obtaining each individual piece is itself based RNG. One can play a million battles and still be as unlucky as to not get some of the arguably most important retainers, leaving you with a handicap on the multiplayer based purelly on luck.
4th:
A new player with only ashigaru units unlocked(even if said new player is very skillfull) has almost 0 chance to win a battle vs a more leveled up player(even if said player is less skillfull), as the ashigaru units will simply rout as soon as the fight start.
In my opinion all basic samurai units(bow, yari, katana and yari cav) should have been available from level 0 to all players. This would even up the field early on and give everyone a fairer chance. Clan specialization should instead be about unlocking higher tier(specialized) units and upgrades, not starting ones.
5th:
The inclusion of dojos on the different maps is overall a great idea, as it prevents camping and red lining. However not all dojos are created equal and their positioning and randomness make for some unfair situations sometimes, when one dojo of arguably less importance is closer to one player, while another dojo of arguably higher value is closer to the other player.
All dojos should simply be equally accesible to both players at the start of the game, being it ultimately up to said players to focus or not on capturing or neutralizing them.
On the same topic, Bow Dojo should give both accuracy and reload speed, and do NOT give ammo-resuply for 2 reasons:
- Most games end so fast that you hardly ever run out of ammo, making the ammo ressuply mechanic and even the extended ammo upgrades rather pointless most of the time.
- In the special case of the enemy spaming cav and bow cav, it becomes the complete oposite, this dojo and its ressuply ability becomes OP. With a balanced army you are basically forced to go for the hills and forest in order to have a fighting chance vs said cheeze army, however, since the bow dojo gives ammo resuply then we are sadly forced in stead to be out in the open near the dojo and be an easy target, or simply go to the woods and die from infinite arrows.
6th:
Naval battles on vanilla Shogun 2 are a mess. Yet they are nesesary in order to unlock all land regions(thus all units and retainers) on the Avatar Conquest map.
I think this was a mistake; Siege battles are neither required nor ranked, why then make Naval ones both things, when they are arguably worse than Siege?!
7th:
Why allow Public Groups to be selected as Clans? This makes the whole Clan Competition feature rather pointless as zerg clans have a clear advantage over smaller private ones. Small steps to alleviate this were taken such as the implementation of losing points by losing battles and such, but that aint enough.
Only private groups should have counted as Clans from the begining, and only Officers(owners) of said groups should have been able to activate them and select clan specialisation. Anyone on the group being able to do this is rather frustrating since there is no option to disband the group as a clan, nor of changing clan specialization, such options should have been added too at some point!
8th:
Another thing greatly missing is the option to reset veteran skills like we can do with our general. This would allow players to be more experimental with their units and builds and give an extra insentive to keep playing multiplayer if only for the clan tokens.
¤ ANTI PRE-ORDER AND DAY 1 DLC MOVEMENT ¤
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