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Please nerf the AI dodging

cersbsb#2301cersbsb#2301 Registered Users Posts: 95
AI are currently dodging spells and artillery way too well. Arcing Artillery is almost useless since the AI dodges it perfectly on the approach and firing while they are in melee hurts the player's own units. Vortex spells were already nerfed by being not aimable anymore. Casting them while the enemy is in melee with the player's troops is suicide and casting it while they are separate is useless, since the AI perfectly dodges it each time. It also looks extremely unrealistic and ridiculous. Entire regiments of Infantry just spread apart before the artillery even fires and completely avoid it...
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Comments

  • Alexblade92Alexblade92 Registered Users Posts: 8
    In particular for artillery. Its ok if they try to dodge spells (as the player does) But they dodge artillery way too precisely, making it useless.
  • KamicalKamical Registered Users Posts: 41
    The precognition is absolutely ridiculous.

    Please fix this, there's no reason to even take most arcing artillery pieces, literally any other unit has more of an impact.

    Players want to be able to play with the tools given, this means they should be effective!
  • GloatingSwine#8098GloatingSwine#8098 Registered Users Posts: 2,553

    In particular for artillery. Its ok if they try to dodge spells (as the player does) But they dodge artillery way too precisely, making it useless.

    Ironically, it also means that you can cheese the heck out of it by making it scatter all its troops and not arrive at your army with any kind of weight of force so you can focus it down a bit at a time. Just retarget 1-2 mortars between shots and the AI keeps dancing all over the place and you only have to deal with a bit of its army at a time.
  • neverending#5226neverending#5226 Senior Member Registered Users Posts: 2,948

    In particular for artillery. Its ok if they try to dodge spells (as the player does) But they dodge artillery way too precisely, making it useless.

    Ironically, it also means that you can cheese the heck out of it by making it scatter all its troops and not arrive at your army with any kind of weight of force so you can focus it down a bit at a time. Just retarget 1-2 mortars between shots and the AI keeps dancing all over the place and you only have to deal with a bit of its army at a time.
    Like many other things TWW2 had this balanced perfectly. AI would sometimes dodge but not so much it either hurt itself nor looked ridiculous.
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  • PacotronPacotron Registered Users Posts: 28
    Yes, please... it makes no sense, it doesn't really help the AI that much and it makes using any sort of artillery EXTREMELY unfun. It rewards blobbing against the enemy frontline, as it seems the AI will only decide to allow artillery to damage it when engaged in mele, as well as setting up artillery grids to keep the enemy infantry stuck in a "dodging loop". Your hearts were in the right place, but it's just not good.
  • NimmerleinNimmerlein Registered Users Posts: 7
    edited September 9
    Totally agree, playing a Vampire Coast campaign now and mortars on a big open field underperform immensly. I fight against a high elf stack, target their archers with my mortars, the archers will dodge every single shot because of the high travel time of mortar shells, get into range and kill my mortars. Switching to carronades helps because of higher projectile speed but pls revert this. You already did this once in Warhammer 2 so why bring it back anyway?
    Also the AI will prioritize dodging above all else. This means you can "stunlock" a unit with enough arty fire to never try to engage the lines. Surely this cant be intentional
  • Ironhelm#8763Ironhelm#8763 Registered Users Posts: 43
    Grudge thrower is now all but useless for dwarves. There has been improvement with the AI in WH3 but this is terrible
  • harrychai#6228harrychai#6228 Registered Users Posts: 1
    My suggestion is that you can set a 3-5 seconds delay and cancel the avoidance behavior during the marching
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