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Standardize prepare time for ranged units.

Description

Standardize prepare time for ranged units.

Prepare time is the time between an attack order and the arrows actually flying.

Archers go from 500ms to 800ms standard, making them slower to fire than other ranged units, and making them slightly harder to micro against e.g. raids.
Javelineers go from 750ms to 400ms, for the opposite effect.
Crossbowmen, as a 'special' feature, get 200ms, meaning they fire their first volley really fast despite their long repeat rate.

This also standardizes all javelineer units to have 1250ms repeat time.

Differential Revision: https://code.wildfiregames.com/D4050

Event Timeline

ValihrAnt raised a concern with this commit.Jun 4 2021, 4:26 PM
ValihrAnt added a subscriber: ValihrAnt.

Messed with crossbows a bit and the prepare time is severely flawed. It opens them up to absurd hit and run as you don't have to "wait" for the repeat time if you just keep them moving for the duration of it. The obvious solution is to have them stop reloading if you move them and force them to continue reloading after stopping, but don't know how feasible that is, especially on short notice.

This commit now has outstanding concerns.Jun 4 2021, 4:26 PM

Messed with crossbows a bit and the prepare time is severely flawed. It opens them up to absurd hit and run as you don't have to "wait" for the repeat time if you just keep them moving for the duration of it.

To clarify -> you do have to wait for the repeat time, but the units can move during that time right ?

Wouldn't that just be fixed by increasing the repeat time further still? Archers and Javelineers are no different that you can 'hack' the repeat time by moving the units.

To clarify -> you do have to wait for the repeat time, but the units can move during that time right ?

Yes.

Wouldn't that just be fixed by increasing the repeat time further still?

That would lead them to being much weaker in normal fights.

Archers and Javelineers are no different that you can 'hack' the repeat time by moving the units.

Yep. For archers it is very minuscule. For skirmishers, it's similar to crossbows while not quite as extreme. Them also having the least range of all ranged units makes them unable to hit and run any other ranged units. Obviously still can endlessly kite melee.

@ValihrAnt Is this concern fixed?

Yeah, my issue was taken care of

This commit no longer requires audit.Thu, Jul 22, 8:40 PM