Please Make Axes Twohanded!!!

Unit design has a lot of problems but by far the biggest is that early game the Axe is on the same upgrade path as knives and swords. This makes it impossible to design early game units with knives, as if you want them to upgrade it gives them axes instead. They are not the same. Knives and swords increase initiative and have counterattack. Axes decrease it and have backswing. Not being able to design early game high inaitive units sucks. There are so many things you cannot do because of this weird little oddity, Please please please fix it so Axes are twohanded, it just makes sense on so many levels.

This would even allow you to design early game double handed axe wielders that upgrade. Thus fixing this would allow us to design units with 2 new early game weapon types. The current system makes no sense whatsoever. Also you should then switch burning axes with burning knives.

8,149 views 10 replies
Reply #1 Top

In LH SD will be removing the blanket weapon type (cutting, blunt, pierce) mechanic.  Hopefully this will translate to a more intelligent unit design/upgrade scenario.

 

Reply #2 Top

But everyone may not decide to get LH.  I think the OP is correct, they should change the axes in some way.

Reply #3 Top

Quoting Lord, reply 2
But everyone may not decide to get LH.  I think the OP is correct, they should change the axes in some way.
End of Lord's quote

Agreed on both counts.

Would love if some of the changes (as many as they'll allow) were back-ported to 1.3.

Would love it even more if LH had the same system requirements as FE.

Reply #4 Top

Quoting Lord, reply 2
But everyone may not decide to get LH.  I think the OP is correct, they should change the axes in some way.
End of Lord's quote

So what if not everyone will get LH? They're changing a bunch of the core game mechanics already which will not be backported to FE vanilla.  Based on Stardock's history, I don't see why they would use the time/resources do it in this instance either.

Reply #5 Top

Quoting mqpiffle, reply 5
So what if not everyone will get LH? They're changing a bunch of the core game mechanics already which will not be backported to FE vanilla. Based on Stardock's history, I don't see why they would use the time/resources do it in this instance either.
End of mqpiffle's quote

They have said they will continue to work on FE. Besides it will be while before LH comes out.

 

Reply #6 Top

I just hope they fix the UI and weapon paths, so I can choose between 1 handed axes or 1 handed swords, and not just "1 handed cutting".

The modding friendly version would include a line where the modder would put in "Type: 1 handed Sword" and each weapon with the same type would be included in the same line of upgrades.

Sincerely
~ Kongdej

Reply #7 Top

I wouldn't mind seeing some 2-handed swords/axes/maces.

 

Swords/Axe/Mace/Spear/Staff/Exotic should be the weapon categories.

 

Reply #8 Top

I actually recently solved this problem of the game not upgrading weapons properly.  Though to be honest its a bit of a pain.  I created a 4th melee damage type called sundering (axes) and had to implement it universally throughout the game.  I kept the stats for it the same as cutting but by having it as a separate damage type the troop upgrade function recognizes it as its own category.  You Then have to make each tier of weapons slightly better and make sure "magic" weapons have 1 damage higher to upgrade to them as opposed to regular weapons.

Basically it goes Blunt/Slashing(swords)/Sundering(axes)/Piercing with daggers, spears, and bows falling under piercing.  I am still playing with the numbers for weapons but it seems to work fine and yes the AI uses it and beats me up with it.

Reply #9 Top

Quoting Alstein, reply 8
I wouldn't mind seeing some 2-handed swords/axes/maces.

 

Swords/Axe/Mace/Spear/Staff/Exotic should be the weapon categories.

 
End of Alstein's quote

 

I agree with that. It's the best solution imo. :)

Reply #10 Top

You would have to make a melee damage type for each of those and then add the corresponding defenses to each item/creature/unit/improvement/ability in the game.  Not saying you can't, just understand what you are asking for.  What would fall under exotic for the purposes within the game?