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Why do catapults suck so bad?

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  • #31
    Sorry to keep on about this. So if a unit RoF is 2 it WILL remove 2hp in a successful attack or CAN remove 2 hp (ie sometimes 1 sometimes 2). Thanks
    Sometimes 1, sometimes 2.

    Rate of Fire just means how many pops with one bombard. RoF=2 can result in 2 hp being reduced from a unit, or two improvement ruined, or 2 citizens killed with one bombard.
    Hmm. I have never seen one artillery take out 2 pop points or 2 buildings.

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    • #32
      I've seen arty take out more than one hp (without knowing the mechanics of RoF) but I've never seen a loss of 2 pop points or 2 buildings.
      We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
      If any man be thirsty, let him come unto me and drink. Vampire 7:37
      Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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      • #33
        Hurricane also stated it.

        Just posted this on Giovanni August's strat. thread.

        "In my experience catapults (and other bombard units) ARE effective in THEIR proper/own era.
        Catapults do frequently weaken ancient units and even knights and pikemen. Usually quite useless against other more advanced units though.

        Catapult production itself is kind of a 'luxury unit': if I have time/room to build them, I will.
        A massed attack or defense force supported by many catapults is a real appealing and fun way of warring I find...

        Also saves many units in battle."

        AJ
        " Deal with me fairly and I'll allow you to breathe on ... for a while. Deal with me unfairly and your deeds shall be remembered and punished. Your last human remains will feed the vultures who circle in large numbers above the ruins of your once proud cities. "
        - emperor level all time
        - I'm back !!! (too...)

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