In-Depth Unit Stat Analysis - ROME 2 Total War ~ TACTICAL GUIDE SERIES [Divide Et Impera] #1
Вставка
- Опубліковано 21 лис 2024
- What is up my friends? How's it going? Welcome to the brand new tactical guide series. In this series I will cover the various combat aspects of Rome 2 Total War, Divide Et Impera.
#rome2totalwar #totalwar #divideetimpera
This is amazing, I hope you get the recognition you deserve my man!
Thank you bruh
This is bizar. I've actively looked for in-dept vids on DEI for months and couldnt find any, and now, after all this time, your vid gets recommended to me. A suprise to be sure, but a welcome one.
Thanks bruh hope you enjoyed it.
Very comprehensive, a must watch for all players imo.
Thank you for the compliment.
Well explained, exactly what i was searching for. Thanks a lot mate :D
Most welcome.
Thx a lot for this video.
I don't know if it's going to affect my gameplay since beating a campaign is too easy imo but definitely very informative and interesting :)
AI is just too bad so I just always use 4-5 cavalry, 2-3 ranged units and the rest is cohors aquila, veteran legionaries and normal legionaries.
I guess in online games all these informations might be essential.
One thing that WILL change my gamesplay is how defensive stances reflect the charge bonus. That's soo good to know 😀 Roman legionaries can do that too
Which stats do you personally prioritise? Do you choose weapon damage over melee attack? That wouldve been a nice way to finish the vid. Regardless, immensily enjoyed this, like and a sub from me!
Very helpful guide. Good job
I didn't know charge bonus adds also to weapon damage, that's crazy
It adds it for about 7 seconds.
@@TWSummaryholy shit. Been throwing cav into the fray and immediately getting them out. Didn’t know I could keep them there to make the charge bonus more effective
Great work explaining and all. But I’m still curious about how it works.
Let’s say the whole calculation of what I call “attack sequence”of melee attack, melee defence, weapon damage are done. How long are they going to start calculate again? Is it based on each model or whole unit? Is it either
1. Based on each model, once the model makes contact, it calculates for the results, and animation starts. Once the animation is done, it calculates again until the contact is called off by routing or whatever. Or
2. Based on the whole unit. Now i dont know how it works.
O
May i know where did u find abiut the hidden values, attack percentage etc..? Need to read more of it. Great video btw
You need to download rpfm for Rome 2 and open up the mod files. These values are within the database of the divide et impera mod.
Thanks for clearing this up. This is some very poorly thought out system though regarding attack and defense. With 10% beeing the base chance to hit and 5 beeing the minimum chance it means essentially that 5 def more than the attackers attack is the max value. So a unit with 25 defense isnt more survivable vs a unit with 10 attack then one with 15.
It also means that each point of attack is valued very little as a 13% chance to hit is almost the same as a 14% chance. Due to the high base value of 10. Dei is great overall but these changes seem just plain stupid for lack of a better word
Great analysis. On point. I made a mistake the base attack chance is 25%, not 10%. That's vanilla rome. So your first point is pretty much not a concern. As 25+10 35%, is going to counter 25% melee defense with a 10% chance to hit. And is going to counter 15% melee defense with a 20% chance to hit.
However, this makes your second point even more pronounced. In that a unit with 13 therefore 38 melee attack isn't going to be all that much better than a unit with 14 therefore 39 melee attack.
Agreed. Im surprised how insignificant a couple of points in melee attack is. I think ill start to prioritise AP infantry from here on, as the few points of melee attack seem more than offset by the AP dmg.
@@thehumanity3324 yes. The stats in general seem a litte off. Its better with the 25 base chance to hit making def work well until you have 20 def more than the attackers attack. And it also works there with scaling since each percent point less is valued higher. But when it comes to attack its irrelevant if a unit has 15 or 16...
hey summary, i am now quite a fan of your videos jaja, i think that the video is very good, but, i miss something and that is the role of the skirmish units that have bonus against cav, they need some space in this serie, i have find that this units can be a super useful anticav tactics units if you have the right skills with your general, obviously against heavy cataphracts they will always lose but i have found that against light and some medium cav they can cause an unimaginable amount of damage, i havent seen you using this kind of units, but i can figure that the risk of actually losing them is high, i consider them as glass cannon anti cav-charges, a few examples is the roman velites, the early peltasts (the ones with spears), the scordici medium skirmishers, the cimbri elite skirmishers, and the late britanic slinger spearman, those, i have find, can make a perfect counter to enemy cavalry charges and can fit in any army when you face cav focus armys
Will make a video on them for sure.
Very helpfull, thx dude.
Most welcome, sry for the late reply. How's life?
Why is it that some elite sword units, such as the Seleucid silver swordsmen, lack a 'bonus vs infantry' stat? It has discouraged me from using them.
Because the Greeks aren't a sword faction. Can't give them everything amazing. Else they will have no weaknesses.
@@TWSummary Makes sense. Thanks.
I know that in later titles bonus v infantry/large and charge bonus are split between regular and AP damage based on the original ratio between the WD/AP of the unit. Is this the case as well in Rome 2?
Have you played DEI 1.3.4 yet?
@Raider1377 yes I have and I'll make a video of my thoughts soon.
Is there an indepth analysis of how moral works? Is the moral stat just the % chance of the unit breaking while in a fight?
Excellent question! Unfortunately the answer is very complex.
Moral is very complicated and works on a multitude of factors. Such as being attacked in the rear/flank, losing a general, losing units within the regiment, facing an overly sized army, fighting a night battle/ambush, etc.
With morale it is not a one-is-to-one equation. Instead it is a multitude of factors as listed above.
When the morale of the unit reaches a certain low point the unit will break, so the higher the morale of a unit, the less likely it will be to reach that low point.
Ahh okay, thank you for the quick response. I knew it was based on different factors but wasn't too sure how the stat itself fit into the equation or just how many factors there were. Thank you for clearing this up.
If you are into historical accuracy, I highly recommend using the "realistic routing" submod. It makes morale much more dynamic, with even elite units breaking easily when caught out of position. It makes the battles much more thrilling and formations far more important.
Sir make the unit better for maurya Armor
What do you mean? Improve the armor value? Armor visuals?
Improve Armor value
@@sandeepkumarsahoo8338 the armor value for the Mauryan units are already quite balanced.
The Mauryan Imperial Infantry has 41 armor which is one of the best armor values for infantry units.
And the spearmen armor at 25 is really good because they have defensive formation and when activate this becomes 40 armor. You will see in future videos when I describe the various unit types.
Sir, pike infantry may be used in the battlefield because they have the influence of indo Hellenic infantry of indo Greek kingdom and bacteria that time. I think due to the repeat attack of indo Greek kingdom and selucid kingdom, maurya surely use the pike infantry
@@sandeepkumarsahoo8338 Divide Et Impera, unit and battle balance is not under my control. I am just the 3D and 2D artist for the mod.
However, that being said. I respectfully disagree on the pike units for the Mauryans. There is no evidence on the existence of pike units in the Mauryan army. And Divide Et Impera does try to follow a historically accurate approach as close as possible.
Where can I download RPFM?
github.com/Frodo45127/rpfm
Wait i thought it was 40 or 60 % base chance to attack + melee attack chance, at least in vanilla i think.
But bro i raged in DEI when i saw pikes 25 dmg drop to 10 dmg in pike formation and its ok for melee attack drop from 11 to 8 MA. I do think pikes need to kill slower but not kill at all is disaster and i know you moders have hard time to mode this game and did amazing job on this game but spartan walking through my pikes frontal is pretty sad. I dont think you can do anything coz it is in base game i guess but i will try mod myself this dmg drop.
For other i aas lookind at blocking chances.
Celtic shields and roman shields are better than thureos shield and there are elite shields but i dont remember all stats. Peltasts have also good block chance its pelta shield or something like that.
Historically, pikes were killing machines. But it will make the game very unbalanced. Pikes wouldn't stand in place, no enemy would impale themselves onto stationary pikes. Instead, they would keep pushing into the enemy.
@@TWSummary i understand, i hate pikes too but they must be in this period.
Is there any other way to levy elite units from client states without changing elite to well-trained?
Why AI dont suffer attrition after a while? How big bonus is for them coz i cant invade without losing a lot of men. I guess game is not desing for ai to understand it but it understands basic farm food, here its different. Ai dont build farm that much.
Dei gameplay made me feel like ruling my empire (no other game) and realize how anoying it is, its better to be lowborn hahahah paroikoi than to think about every detail in every corner.