Author Topic: Rome II General Info Thread  (Read 146859 times)

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Offline Xant

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Re: Rome II General Info Thread
« Reply #840 on: August 27, 2013, 10:06:46 pm »
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I'm not very optimistic when "rock paper scissors balance" is thrown around so much by the developers. It's the worst and laziest way to balance a RTS game.
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Offline Casimir

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Re: Rome II General Info Thread
« Reply #841 on: August 27, 2013, 10:28:16 pm »
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Slingers seems like a complete waste unless your fighting naked people without shields  :P

They're valuable for breaking up frontlines and supporting engaged units, which seems appropriate to me.
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Offline Tor!

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Re: Rome II General Info Thread
« Reply #842 on: August 27, 2013, 10:38:33 pm »
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I think a cav, melee or archer / javelin unit will always have more utility than slingers. But I'm judging from what I've seen so far in the videos, there are still those pesky Balearic slingers who havent been seen yet  8-)
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Offline darmaster

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Re: Rome II General Info Thread
« Reply #843 on: August 27, 2013, 10:46:48 pm »
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anyone knows if console command will be enabled?
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Offline Lt_Anders

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Re: Rome II General Info Thread
« Reply #844 on: August 27, 2013, 10:48:54 pm »
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I think a cav, melee or archer / javelin unit will always have more utility than slingers. But I'm judging from what I've seen so far in the videos, there are still those pesky Balearic slingers who havent been seen yet  8-)

Gotta remember, during this time period, people didn't really have significant armor like they did in the later middle ages. Those slingers would sling a 5-10 lb(or was it kg, can't remember) lead pellet that would hurt. Not to mention, slingers were very, very good, and fairly accurate(often young men, and near constant training).

They were deadly against unarmored opponents, decent to effective against light armor, but heavy armor they shrug. That's where archers would come in with the more efficient anti armor capabilities.
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Re: Rome II General Info Thread
« Reply #845 on: August 27, 2013, 11:06:34 pm »
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This is how useful slinger's are.  :twisted:

http://youtu.be/f_fpOUQcAac?t=3m22s
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Offline Banok

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Re: Rome II General Info Thread
« Reply #846 on: August 28, 2013, 01:10:53 am »
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anyone knows if console command will be enabled?

why do people like you have to post, I'm trying to cut down on my fap

slingers will hopefully be uber cheap and just to fill up the gaps in your stacks early on i'm guessing. plus they demoralize the people they are slingers, although when your slingers flee IDK if that reduces morale of your other nearby units. always kind of felt like this may be the case in shogun 2.
« Last Edit: August 28, 2013, 01:25:07 am by Banok »

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Re: Rome II General Info Thread
« Reply #847 on: August 28, 2013, 12:57:12 pm »
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Archers have a fast fire rate, good range and damage, but little of their damage is armour piercing so they struggle against the more armoured units.

Javelins are short range, but very high damage so can hurt anyone.

Slingers have the longest range and a lot of ammo. Their weakness is low damage, but they will do something against everyone.

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Re: Rome II General Info Thread
« Reply #848 on: August 28, 2013, 04:56:05 pm »
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This game will unlock in approximately 6 days and 3 hours

Offline Adamar

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Re: Rome II General Info Thread
« Reply #849 on: August 28, 2013, 05:01:48 pm »
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This game will unlock in approximately 6 days and 3 hours

Thank you...

Offline Tor!

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Re: Rome II General Info Thread
« Reply #850 on: August 28, 2013, 05:42:00 pm »
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Hello all,

Just to let you all know CA today announced the Activation Time for ROME II on its release day next week as a single worldwide unlock time of zero hours US Pacific Time on the 3rd Sept, equivalent of 00:00 PDT / 03:00 EDT / 08:00 BST / 09:00 CET / 17:00 AEST.

From that point game activation will be live and Total War: ROME II will be playable.

Digital customers can begin preloading via Steam from 10:00 PDT / 18:00 BST today (28th Aug) in order to be as ready as possible to begin their conquest of the ancient world on launch day, with only the day one content patch including Pontus, an additional playable faction, needing to be downloaded once the game is live.
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Offline Butan

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Re: Rome II General Info Thread
« Reply #851 on: August 28, 2013, 06:19:16 pm »
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Like others said, slingers will probably be pretty cheap and useful if handled right.


But the problems in total war series is that most of the time :

- AI full charge mode doesnt leave much pre-battle skirmish time, for slingers and every other ranged units (thats the thing I hated the most with AI, and thats why I love fighting against humans)
- every slots in an army counts, even more if you cant have non-general armies hanging around just to delay/scout/have some fights, so most of the time you will want all your units to be efficient
- the way human players handle cavalry, and AI too to a certain extent (which would be genius-like in real battles, where you cant really have sky-view + instant communication), its piss easy to target and rape any light unit trying to get some fight (wether ranged or melee light unit) if they dont have a sufficient cover nearby


So basically, if you're not hella good at micro-managing, I guess slingers and other non-super lethal ranged units will be very few in battles where you can choose exactly what you want to have as an army (with infinite gold and unit type I mean, then economy-faction limitation will certainly give some incentive to try them out!).

Offline Bulzur

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Re: Rome II General Info Thread
« Reply #852 on: August 28, 2013, 07:23:06 pm »
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You should also consider the speed and stamina.
Yes, cavs are your biggest threat, but if you eliminate them early on (baiting one unit of slinger), then the rest of your slingers can pull and damage an entire unit of slower infantry.
Cost/Efficiency, i believe them to be more than decent.
I can't recall how effective slingers are against horses though. They have a superior range (on paper), but do they still do a lot of damage at that range ? Low-damage range units are often only used to kill horses, and demoralize/slowly kill ennemy infantry.

I still prefer archers (Cretan Archers !), but since you don't have that many armies around, guess you'll prioritize infantry. 2 archer, 6 infantry, 1 general, 2 cav, 1 siege, for example.
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Offline Adamar

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Re: Rome II General Info Thread
« Reply #853 on: August 28, 2013, 08:41:36 pm »
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It's loaded! Any cracks out there?

Offline Ganner

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Re: Rome II General Info Thread
« Reply #854 on: August 29, 2013, 07:34:44 am »
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If you preordered from GetGames you should of recieved your key by now and you can start preloading as well too!

YAY