New Archers mechanic

Hi, with the new Hussite Wagon mechanic (less damage for units behind it) I guess if would be a good mechanic to give palisades and stone walls this feature too. So, if any of these edifications are between an archer and his target, the damage is reduced.
Different buildings could have diferent damage reduction:
Palisades: 25%
Stone Walls: 50%
Fortified walls: 75%

Foundations hasn`t the feature, just start working when the defense is already builded

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No, thanks.
Onagers and monks behind walls are already strong enough no need to buff them further.

7 Likes

No, no - he has a point / it could be reduced further when behind buildings alongside the walls. aesthetically it would be pleasing to have such a feature / a reason to have mobile walls in the form of hussite wagons and having a similar affect with actual walls since they don’t move even if the feature only works for walls and super tall built buildings like castles and wonders.

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I suggest the title to be changed to

‘New Archer Mechanics When Shooting Over Walls’

To bring more traffic

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It would be nice for tall buildings like castles and wonders to fully absorb such damage if the arrows hit the castle/wonder first. Similar to how rams absorb arrow fire for vills from a certain distance behind the ram, the castle/wonder would be on a larger scale -

The walls reducing dmg % based on the wall research level showcases accuracy being lossed and more similar to an actual volley over a wall, minus actually the arrows going for specific targets

Hand Canons and similar units of that type(gunpowder, excluding the bombard canon of course), would be the type I’d have the walls fully tank the full shots with however to increase mechanic diversity.

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I started thinking in all buildings and even forests, but then re-thinking i figure out that could be too much…

Perhaps, shooting through the treelines isn’t so farfetched, I’d leave those alone since the thickness of the treeline is the main factor of whether or not bows can go over it / perhaps the treeline is see-through and enemies within shot distance

I’ll give the same mechanic to the rams, similar than the HW

Whilst I dont think buildings should have this affect, certainly walls should. I’m surprised it hasn’t been added to the game at launch… considering cliffs/elevation literally does the same thing.

The only downside is that walls, especially stone walls, are already very strong… however its certainly worth testing in the next beta build. I would be very interested to see how pro’s look at walls differently in lieu of such a mechanic.

It definitely needs to be considered as a mechanic.

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Rams seem to have the same effect at close range, currently they block the full damage of arrows when right next to the rams

@CaptainMiguel It was one of the concept original devs tried with in the beginning.
And they saw that it would be broken and decided to not add it to the game.

A wise decision.

Only from castles and towers, no for units
I would add the option for the rams to soak the pierce damage from whatever

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Would be completely unbalanced… so no.

If you’re referring to the op’s suggestion, I don’t believe it would be in the slightest especially after tweaking.

People already believe archers are too strong, imagine if standing behind a wall made it even harder to kill them

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I actually think it would work out opposite: Archers are supposed to raid and get a lead early.
Witht that mechanic it would actually be a huge nerf for archers (as offensive units), but a buff to skirms, monks and mangonels behind walls.

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It would also be incentive to use walls for walls to gain the affect rather than houses and the like.

As well as the additional incentive to utilize siege engines such as rams and trebs.

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Maybe could work as a civ bonus…

But defensive archers would absolutely wreck as well. Defend an early man at arms into archers and then go on the offense.

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Make it so it only works one way. They have obviously done this for the Hussite Wagon so it is completely possible.

1 Like