Desert Warriors' speed halved in defend and stand ground mode

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: 14.7908
  • GAME PLATFORM: Steam
  • OPERATING SYSTEM: Windows 10 / Windows 8 / Windows 7 / Mac / Linux

:arrow_forward: ISSUE EXPERIENCED

:point_down: DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO ONE BUG PER THREAD.

This feature isn’t found in other similar units(Pavisier and Line Infantry).

Data\tactics\desertwarrior.tactics.XMB

<tactic>Defend
    <armoroverride type="Ranged" value="0.2000"></armoroverride>
    <armoroverride type="Hand" value="0.2000"></armoroverride>
    <armoroverride type="Siege" value="0.2000"></armoroverride>
    <action priority="100">DefendRangedAttack</action>
    <action priority="75">DefendBuildingAttack</action>
    <action priority="25">DefendHandAttack</action>
    <action>Build</action>
    <attacktype>LogicalTypeRangedUnitsAttack</attacktype>
    <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
    <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
    <transition>
        <tactic>Melee</tactic>
        <anim>Volley_out</anim>
        <length>0.25</length>
        <exit>1</exit>
        <commandautomatic>1</commandautomatic>
        <automatic>1</automatic>
    </transition>
    <runaway>0</runaway>
    <autoretarget>1</autoretarget>
    <idleanim>Defend_idle</idleanim>
    <boredanim>Defend_bored</boredanim>
    <deathanim>Death_by_melee</deathanim>
    <walkanim>Cover_walk</walkanim>
    <joganim>Cover_jog</joganim>
    <runanim>Cover_run</runanim>
    <speedmodifier>0.5</speedmodifier> <!--too much penalty for such a little armor bonus-->
</tactic>
<tactic>StandGround
    <armoroverride type="Ranged" value="0.2000"></armoroverride>
    <armoroverride type="Hand" value="0.2000"></armoroverride>
    <armoroverride type="Siege" value="0.2000"></armoroverride>
    <action priority="100">DefendRangedAttack</action>
    <action priority="75">DefendBuildingAttack</action>
    <action priority="25">DefendHandAttack</action>
    <action>Build</action>
    <attacktype>LogicalTypeRangedUnitsAttack</attacktype>
    <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
    <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
    <transition>
        <tactic>Melee</tactic>
        <anim>Volley_out</anim>
        <length>0.25</length>
        <exit>1</exit>
        <commandautomatic>1</commandautomatic>
        <automatic>1</automatic>
    </transition>
    <runaway>0</runaway>
    <autoretarget>1</autoretarget>
    <idleanim>Defend_idle</idleanim>
    <boredanim>Defend_bored</boredanim>
    <deathanim>Death_by_melee</deathanim>
    <walkanim>Cover_walk</walkanim>
    <joganim>Cover_jog</joganim>
    <runanim>Cover_run</runanim>
    <speedmodifier>0.5</speedmodifier> <!--too much penalty for such a little armor bonus-->
</tactic>

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

i remember this is not a bug.

its there to prevent people from just putting the desert warrior into defend and stand ground and getting more armour for free.

2 Likes

It’s not free, it’s traded for reduced damage, just like line infantry.

	<unit id="1952" name="deOutlawDesertWarrior">
~
		<tactics>desertwarrior.tactics</tactics>
		<protoaction>
			<name>BuildingAttack</name>
			<damage>24.000000</damage>
			<damagetype>Siege</damagetype>
			<rof>3.000000</rof>
		</protoaction>
~
		<protoaction>
			<name>VolleyHandAttack</name>
			<damage>12.000000</damage>
			<damagetype>Hand</damagetype>
			<rof>1.500000</rof>
			<damagebonus type="AbstractCavalry">3.500000</damagebonus>
			<damagebonus type="AbstractLightInfantry">2.80000</damagebonus>
		</protoaction>
		<protoaction>
			<name>VolleyRangedAttack</name>
			<damage>14.000000</damage>
			<damagetype>Ranged</damagetype>
			<minrange>2.000000</minrange>
			<maxrange>12.000000</maxrange>
			<rof>1.500000</rof>
		</protoaction>
		<protoaction>
			<name>DefendHandAttack</name>
			<damage>9.600000</damage> <!--80%-->
			<damagetype>Hand</damagetype>
			<rof>1.500000</rof>
			<damagebonus type="AbstractCavalry">3.500000</damagebonus>
			<damagebonus type="AbstractLightInfantry">2.80000</damagebonus>
		</protoaction>
		<protoaction>
			<name>DefendRangedAttack</name>
			<damage>11.200000</damage> <!--80%-->
			<damagetype>Ranged</damagetype>
			<minrange>2.000000</minrange>
			<maxrange>12.000000</maxrange>
			<rof>1.500000</rof>
		</protoaction>
		<protoaction>
			<name>DefendBuildingAttack</name>
			<damage>19.200000</damage> <!--80%-->
			<damagetype>Siege</damagetype>
			<rof>3.000000</rof>
		</protoaction>
	</unit>

hmm thats new but a 20% decrease in damage is not going to offset that increase in armour since a common trick people used to do is just set to defense/stand ground to march forward in cannon/range fire and then switch to volley mode to increase damage.

you can maybe get rid of the damage debuff but you aint getting rid of the speed changes, its very prone to abuse

also the change in armour is about a 25% increase in net siege and melee HP that scales off upgrades for the unit so it more then offset that damage loss

if the speed debuff was removed people would just have the unit in stand ground at most of the time

I guess extending the mode transition time like Pavisier is also a good way to prevent abuse.

The damage loss scales with upgrades too.