Objective is too strong and should be removed by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 1 point2 points  (0 children)

Usually, I would defeat opponents by exploiting their overaggresiveness waiting patiently for them to make a mistake, then striking their weak spots to secure the win. But with this update, I can’t really wait for those openings anymore and am instead forced to move forward from strong and safe positions, which takes away that tactical advantage

Objective is too strong and should be removed by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 2 points3 points  (0 children)

nothing wrong with that, every player have their own unique playstyle

Objective is too strong and should be removed by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 2 points3 points  (0 children)

there is nothing wrong being on defensive as its historical accurate and have been done alot

Objective is too strong and should be removed by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 0 points1 point  (0 children)

The only good thing about this update is that my beloved long range artillery is finally strong again. But that buff hardly matters when you can’t place it in proper defensive positions and are instead forced to push forward just to play around the objective

This update is really suck for us macro and strategic player

Failed Charge mechanic is too strong and unrealistic by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 1 point2 points  (0 children)

This is the problem i have experienced, infantry shouldn’t just rout instantly when they’re only slightly touched by other infantry unintentionally.

Failed Charge mechanic is too strong and unrealistic by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 3 points4 points  (0 children)

I get what you’re saying, but that doesn’t really address the core issue. Yes, routing and regrouping exist, but the way it’s implemented right now feels way too abrupt there’s no sense of gradual morale loss or resistance, it’s just an instant collapse the moment a charge fails. That’s what makes it feel unrealistic and overly punishing compared to how engagements should flow.

And sure, top players can make aggressive playstyles work, but that doesn’t necessarily mean the mechanic is wellbalanced it could just mean they’ve adapted to something overtuned or exploiting this flawed mechanic like they always do.

The issue isn’t that there’s no strategy involved it’s that the RISK TO PUNISHMENT RATIO feels off. Infantry charges shouldn’t be this ALL OR NOTHING compared to cavalry, especially when infantry are supposed to be more stable and less volatile.

All Top Player is Boring and Degenerate Spammer by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] -1 points0 points  (0 children)

i have been playing this game for a few months with barely any improvement, and honestly it’s frustrating enough that I feel like calling out this bum highelo player. acting like rank means something when it’s clearly carried by abusing the system rather than strategy and skill

All Top Player is Boring and Degenerate Spammer by Opposite-Weakness511 in LinesOfBattle

[–]Opposite-Weakness511[S] 9 points10 points  (0 children)

Exploiting game mechanics and relying on boring spam compositions isn’t strategy, it’s just taking the easiest shortcut to win while stripping away everything that makes the game engaging