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Master and grom the paunch.

griffithxigriffithxi Registered Users Posts: 1,077
edited December 2020 in Balancing Discussions
First thanks to CA for the amazing balance changes. Tho some things were done in different ways than I would have many of the things I was focused on before the patch notes seem to no longer be an issue.

So I noticed in the patch Grom the paunch got a weapon length increase.

"Grom the Paunch
Melee Weapon Length changed from 5 to 8"

It seems this might be the right change to fix the issues the Dark Elf Master on Cold One Chariot suffers from.

The master on cold one chariot currently has a weapon length of 5 and his rider is unable to swing at targets where other melee chariots with a smaller distance from the front of the chariot to the rider don't have the same issue.



Comments

  • Green0Green0 Registered Users Posts: 7,671
    yep good spot, all chariots need to behave similarly to Noble. That includes Khazrak, Settra, Master etc. Iirc, Setters also can't attack in front of him.
    mightygloin_fan_1
  • ystyst Registered Users Posts: 8,691
    It makes some odd attacks.

    First off they r madly rectangular, some chariots r more square and less rectangular.
    Master ones is like a crazy slim and long chariot.

    U could give them length of 8 that means they can finally reach the tip of the chariot.

    There lies the oddball now. Hes able to attack super far from the sides which becomes pretty awkward, he be killing things before ppl make contact.
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  • WitchbladeWitchblade Registered Users Posts: 966
    This affects literally all chariot characters other than some BM, TK and HE characters, I think. Arkhan cannot attack in front of him on his chariot either, for example, and neither can Malekith, IIRC. With implicit nerf to chariots this patch with the knockback fix, I think it's indeed warranted to increase the weapon length of all chariot characters to ~8.
  • CA_DuckCA_Duck Registered Users, CA Staff Posts: 1,617
    So we really should start adding a glossary to the balancing notes. The Weapon length stat is used for calculating whether an entity is engaged or not. If the weapon length stat is shorter than the distance the two entities are fighting each other at, it allows the entity to re-enter a charging state and refresh its charge bonus. It does not determine the striking range of attacks as that is determined by animations.
    Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
  • ystyst Registered Users Posts: 8,691
    Thanks for clarifying, I got it wrong the whole time
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  • another505another505 Registered Users Posts: 2,950
    CA_Duck said:

    So we really should start adding a glossary to the balancing notes. The Weapon length stat is used for calculating whether an entity is engaged or not. If the weapon length stat is shorter than the distance the two entities are fighting each other at, it allows the entity to re-enter a charging state and refresh its charge bonus. It does not determine the striking range of attacks as that is determined by animations.

    thats great to know
    but then, is it possible to change striking range of attacks despite animations? Melee cav characters been struggling because of that for forever.
  • GreenColouredGreenColoured Registered Users Posts: 1,989
    CA_Duck said:

    So we really should start adding a glossary to the balancing notes. The Weapon length stat is used for calculating whether an entity is engaged or not. If the weapon length stat is shorter than the distance the two entities are fighting each other at, it allows the entity to re-enter a charging state and refresh its charge bonus. It does not determine the striking range of attacks as that is determined by animations.

    You know that might not be a bad idea.


    Or maybe every few changes have a "developer's note" next to them explaining the change
  • PocmanPocman Registered Users Posts: 4,192
    CA_Duck said:

    So we really should start adding a glossary to the balancing notes. The Weapon length stat is used for calculating whether an entity is engaged or not. If the weapon length stat is shorter than the distance the two entities are fighting each other at, it allows the entity to re-enter a charging state and refresh its charge bonus. It does not determine the striking range of attacks as that is determined by animations.

    But wasnt the differences in weapon lenggth what justiied the shorter attack intervals? Or was that referring to animations?
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