![Med2 Fixing Pikes Med2 Fixing Pikes](/uploads/1/2/5/8/125867211/351922515.jpg)
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Notable Tennessee landmarks and structures will be lit green to symbolize Child Support Awareness Month this week and to recognize the positive impact the Tennessee Department of Human Services (TDHS) Child Support Program provides to strengthen families and children. Ok, so while I've played a lot of Med 2, I typically don't go for pikes because they don't suit my playstyle, but I've seen a lot of people on here state that pikes are.
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- edited September 2013They have telescoping pikes, okay?
Yeah, it is a bit wonky and I don't really like it. I'd prefer they always carried them. As far as disadvantages to the phalanx, all I have seen is that they are less maneuverable and when attacked, and can get destroyed even by mobs/plebs if hit in the flanks. Had it happen to a unit of Spartan Pikemen I wasn't paying attention to.
Have you tried out Beta Patch 2? While it doesn't fix the pikeman thing, it has made the game a lot better for most people I've seen post on it. - edited September 2013So i don't have any fatigue or missile damage penalty when in phalanx mode (because when not in phalanx and under fire the 'pikemen' raise their shields, i thought maybe they were better protected from missiles). Actually i have tried the 2 beta patch and it solved my crashing battle replay issue, although the replays are still not accurate. Im strictly an mp battle player and i can't comment on the campaign
- edited September 2013Another thing CA have changed for no good reason and to the games detriment......A lot of the team involved in this game need their ears clipping.
- edited September 2013The raising of the shield is a pure animation thing to add immersion. It doesn't increase or decrease resistance to ranged. Units with shield are more vulnerable(Compared to the front and left) to ranged from the right and rear though, but the animation has nothing to do with it.
I've never noticed a difference in losses based on being in a phalanx as opposed to not as far as ranged, though, so I can't give a definitive answer. Best way to find out, set up a battle, have a bunch of ranged units vs a bunch of pikemen, put half in phalanx and have them charge. See who takes the most loses. I guess you could look in the files too. - edited September 2013Good to know, now i can run about with my phalanxes (pikes on) freely, and advise all others to do likewise;) Anyway i would prefer a more clear-cut solution, maybe when more serious problems get addressed (although i think it's a design decision and not a bug). I have tried to make some tests against ai ranged units, and i couldnt notice a meaningful difference. Tough to cooperate with the ai for testing though.. The shield animation puzzled me, but you clarified it.thx
- edited September 2013Best thing they could do to pikemen is making that pike formation default, while swords would be special ability, which once activated, cannot be turned off... once you throw your pikes, you shouldn't be able to get new from thin air...Flag0·Like
- edited September 2013I very much agree with you JaM1977 about the sword/pike versatility. I think there was a realism mode in Rome 1 that (europa barbarorum maybe) that had such a rule. But i would like to see pikes up in the air when marching(holding them with both hands preferably) and lowered down when in phalanx.
- Senior MemberArgentinaPosts: 503Registered UsersDon't forget that in Rome I phalanx units would have their pikes magically vanish and fight with swords after the phalanx got disrupted. Same for the charging lances of Cataphracts, generals, and other units in Rome 1 and Medieval 2.
Stop idealizing R1 as the pinacle of the series. It's not. Want not-vanishing weapons? Shogun 2.Flag0·Like - edited September 2013I think this(appearing/disappearing) was also the case when selecting primary/secondary weapons too in Rome 1. True about Rome 1, not the best. But concerning Rome 2 the main thing is having pikes by default and when dropping them for the sword, you should lose them (either as a unit or a single soldier).
- edited September 2013Indeed you have a point... But in rome 1 and med2 you could deselect phalanx mode for example and the hoplites could charge an enemy unit with swords... and then if you wanted you could put in phalanx mode again and the spears would also 'magically' appear in their hands... the same thing in medieval 2 with scottish pikemen for example... but Im guessing thats a tricky issue. How to decide when they use their swords or their spears? could a single soldier lose a pike in battle and switch to swords? hummm
What I would like to suggest is to give the macedonian pike phalanx an anti missile bonus when in phalanx mode. In reality the back rows would raise their pikes 45º to deflect enemy projectiles... I guessing that is not that difficult do do (at least if attacked from the front)Greeks don´t fight like heroes, Heroes fight like Greeks - edited September 2013All these magical stuff happened in previous total war titles as you said. When a phalanx units starts fighting, some soldiers lose theirpike and fight with the sword as cohesion of the unit is tested by the opposing side. You can see it in the animation in Rome 2 and it's perfectly accurate. These soldiers maybe would be better to stay with their sword from that point onwards(not a big thing though). When a hole unit opts to attack with the swords, i think they should stick with their swords. And when a phalanx marches in my opinion it should march with pikes (if it hasn't lost the pikes by a opting for a sword as mentioned before). The deflection of enemy missiles you mention is accurate, but you'd have to be in a deep phalanx (not just three rows) in order for the back rows to lower their pikes in an angle (the first rows poke the enemy).
- edited September 2013i really hate that,for my first campaign i wanted to play as macedon,then i saw a video of a phalanx taking a sarissa out of nowhere and i changed my mind
- edited September 2013Flag0·Like
- edited September 2013Just did a quick custom battle in Rome 1. In battle deployment phalanx is enabled by default. when in phalanx you can't run (just like in hoplite phalanx in rome 2). when turning off phalanx mode pikes are held high, do not dissapear and you can run. If you are not in phalanx mode and you hit alt-right click an enemy unit you attack with the sword (secondary weapon) and the pikes dissapear. You can re enable phalanx and then pikes re appear. In rome 2 when phalanx mode is off pikes dissapear and you can run in phalanx mode. Those are the differences. I would prefer as i posted earlier that the pikemen when not in phalanx mode hold the pikes high and are able to run. When in phalanx mode they lower the pikes and can't run. And after attacking with secondary weapon they cant pick back pikes. Thats just my opinion though.
- Senior MemberBehind Enemy Lines... ...a Scotsman in LondonPosts: 1,105Registered UsersThey're actually lightsabers, only activated when required, hehehe.
It's just a graphic bug, which I think shouldn't actually get looked at until after all the important fixes have been sorted first.Disorder arises from order, Cowardice arises from courage, Weakness arises from strength - Sun TzuClick me for Shogun 2 Custom Maps
Incubus Dragon |Ronin| - edited September 2013I've looked into modding it, but at the moment it's not possible. It appears there are just no animations for pikes outside of phalanx mode, that's why they default to the sword and shield ones. I tried removing the sword and shield animations, but that just left them running around unarmed. Hilariously, it also made them completely invulnerable to enemy melee when outside of phalanx, as the enemy units could not engage in melee since my units had no melee animations to lock with.
The melee_weapons table in the files is currently not yet accessible with the version of modding tools we have, so I couldn't check for a solution in there. I wonder what would happen if I give them spear animations instead of sword? Will check. - edited September 2013
Only plausable answer I could find to that pikes appearing/disappearring business aswell...They have telescoping pikes, okay? - edited September 2013Alright, I made a mod for it, but it has downsides. Read here: (the forum may be a bit slow) http://www.twcenter.net/forums/showthread.php?621239-Released-Pikemen-Only-Use-Pike&p=13245003#post13245003
- edited November 2013This mod might interrest you.
http://www.twcenter.net/forums/showthread.php?631161-Hoplite-phalanx-and-pikemen-mod-for-Rome-II&p=13425078#post13425078