I never expected Medieval 2 could be played to such a deep level. Impressive! Normally I dislike seiges because a lot more of the game's bugs occur during sieges, but this was super interesting.
the point about geometry and systematic gameplay is spot on. Recent total wars don't have this because they lack the mechanics required to reach that complexity.
I discovered you from your extremely useful Halberd usage video, just wanted to say thanks mate and i hope you come back someday, your content is on point. Legend of total war needs some competition lol
This is the content I've been looking for! Stuff that really gets into the nitty-gritty of the mechanics and strategies. The game is cinematic enough on its own
Nice to see you back again! It's good that you explained why sieges in med2 take so long, I have seen many new players who lose patience because of the amount of time it takes. Even some quitting the game halfway through.
I had intended to mention this 1st-time-around but forgot ... During "1v3 Siege" ("Hero of Venice") ruclips.net/video/qxVWMYZqAQ0/видео.html, @ about 22:00, TTP describes strategically dropping the Carroccio Standard inside a wall breach, so that it will serve as an obstacle against incoming fire; in that video, there were 2 breaches nearby and available ... but no explanation of why one over the other. It was not a coin-flip: the chosen breach blocked 2 possible lanes of incoming fire, while the other only 1. During "Massive Crusades Siege" ruclips.net/video/gn4uTLPvOPY/видео.html, @ about 17:00, TTP pushes the Papal States Great Cross into that evil 'elbow' breach to block it up: that's probably the most potentially-dangerous section of wall in the entire game ... So, folks, um, don't block the wrong breach ...
Beautiful play, just got into your videos (some months late apparently). I played m2 online a couple of years ago when the meta was heavy cav charging each other upfront trying to get a charge on the enemy infantry. God i gotta get into it again
@ about 32:00 you finally remark on the opponents' *blobs* of close-formation units, in proximity to retribution. For a long time I had been wondering what Lavernicus' mortars were/weren't doing ... but ... was that maybe some sort of 'feint': were they trying to draw fire to exhaust the mortars (you didn't really hover over the enemy units; I could not tell if they were quality or trash)? Otherwise, only some remarks: the video-quality of modern games makes it *oh-so-easy* to make the mistake of thinking that these computer-processed mathematical abstractions emulate reality: they do, and they don't; some of your own "M2TW siege optimal geometry" rather flatly denies any connection to any known physical reality; Havoc Engine or whatever, so much is just plain left to Dev's judgement calls, and willingness to actually write convoluted code. But they try and, I think, do very well: particularly M2TW. So, re: Pikes and sieges, in-Castle pathfinding/deployment is just plain problematic; the 'hit boxes' of obstacles can not be determined visually with any precision, so their 'obstacle factor' can only be assessed by the experience of repetitive play. Spear-wall probably suffers more than any other style of unit: do not try to push pikes through choke-points; you'll be very unhappy; set them up away from the choke-point, so that they can maintain their proper formation (defending, consider the 'V'?). Same style of advice: charge knights through a choke-point, the lances don't go down (OMG, wtf, why; this charge is a complete waste, and I'm actually going to lose my best knights because enemies that should have been launched across the screen are completely unharmed and are now going to counter-attack...?); broken walls, streets, don't have any expectation of 'normal things' even working at all. Experience is the only way to learn where Dev-reality works, v. where Dev-reality fails. So, beyond minimizing how much heavy cavalry, and/or pikes, you bring as a siege-attacker, play: learn what works and what doesn't; just remember that, particularly in M2TW siege, what you *think* you see is not always what you get ... Oh, of course, back to my first observation: expect missile/artillery fire, open your formation.
P.S. My 1st Campaign Game, England pushing into Anatolia against the Mongols (they had completely exterminated the Turks long before I got anywhere near), I played-out defending 'the impossible siege': I deployed stakes 'in likely places'; the castle was wrecked, my army was wrecked, but *THREE Mongol Armies* were absolutely annihilated, including Generals, and I held the castle ... it was much more than the stakes, but the stakes were the only reason that I survived at all. "Thinking inside/outside the box": *everything* is inside the box, if you expand the borders of 'the box' ...
Hey Tower, Can you post a video that explains how to make gunpowder units work! For some reason it is extremely difficult to make aquabusiers and musketeers work in multiplayer battles because it seems they can only get a few volleys off before their constantly reloading and hitting my men in the back, recently I played a pitch battle where a musket unit only got 13 kills. Any advice you have on this subject would be much appreciated, thanks.
Thanks for the comment, if I ever get time to get back into RUclips that is certainly one of the videos I would be interested in making. Generally the key is to only ever have them 2 ranks deep, there are more intrecusies, if you watch my replays on this channel you will see me using guns effectively, that should give you the basics.
At least in vanilla, Foot-Gunners suffer from some nasty Catch22s: when they suffer casualties, they reform; while reforming, they're not shooting. Only in Skirmish-mode will they fire-by-rank but, in Skirmish-mode, they flee if any enemy enters their Skirmish 'radar-range', even if that enemy unit is not menacing them at all. When not Skirmishing they do not fire-by-rank, but perform this absurd front-line-to-the-rear-then-rear-line-to-the-front-then-former-front-line-move-into-the-empty-slots-of-the-former-rear-line-oh-gee-ok-new-front-line-you-can-finally-shoot-now ... Gee, guess what happens if the unit suffers even one single casualty during that process. So, your Muskets/Arquebusiers just get perpetually stun-locked: in Skirmish-mode, they never stop running long enough to actually fire at all; not in Skirmish-mode, they never stop tin-soldier-ancient-swiss-cuckoo-clock-reforming long enough to actually fire at all ... What to do ... try to avoid them being menaced at all; if pure-skirmish v. pure-skirmish, put them in Skirmish-mode; that's about all you can do. Against gunners, fast-firing archers, all focused on a single unit at a time: enjoy watching the unending march of the cuckoo-clock-tin-soldiers.
Hey Tower, I'm from the Silmarillion: Total War team. You don't have a discord so I thought I'd reach out here. Would you be interested in doing some faction spotlight/battle spotlight videos with our mod?
Hey JmonsterTW, I worked on the Rise of Mordor team for several years as a writer, so I would be interested in talking to you. Honestly I didn't know there was a Silmarillion mod, is it for Med 2 or for a more recent title? I do have Discord, there is a link to it in the description of this video, we can chat more there if you'd like. Thanks
@@thetowerproject3122 Yeah it's not a main account, they hack peoples accounts and change them to bot from what I understand so that youtube won't delete them since they are active accounts in the eyes of the site. Will take a while until they can ip ban the user
I never expected Medieval 2 could be played to such a deep level. Impressive! Normally I dislike seiges because a lot more of the game's bugs occur during sieges, but this was super interesting.
the point about geometry and systematic gameplay is spot on. Recent total wars don't have this because they lack the mechanics required to reach that complexity.
I couldn't agree more
quality content! I'm a bit late to the party but any tips on how to use musketeers offensively in a siege? Not a meta strat but a fun one
These tips are very useful. We need more videos pleaseee !!
I discovered you from your extremely useful Halberd usage video, just wanted to say thanks mate and i hope you come back someday, your content is on point. Legend of total war needs some competition lol
Thanks man, when Total War comes back, I will come back.
This is the content I've been looking for! Stuff that really gets into the nitty-gritty of the mechanics and strategies. The game is cinematic enough on its own
Nice to see you back again! It's good that you explained why sieges in med2 take so long, I have seen many new players who lose patience because of the amount of time it takes. Even some quitting the game halfway through.
Only in medieval 2 a unit welding crossbows does the same missile damage as musketeers
Great videos man
Really good battle as soon as I saw the upload I clicked immediately and liked the video. Did not disappoint!!!! Those stakes were general killers!!!!
Yes they were man. Thanks for watching!
I had intended to mention this 1st-time-around but forgot ...
During "1v3 Siege" ("Hero of Venice") ruclips.net/video/qxVWMYZqAQ0/видео.html,
@ about 22:00, TTP describes strategically dropping the Carroccio Standard inside a wall breach, so that it will serve as an obstacle against incoming fire; in that video, there were 2 breaches nearby and available ... but no explanation of why one over the other.
It was not a coin-flip: the chosen breach blocked 2 possible lanes of incoming fire, while the other only 1.
During "Massive Crusades Siege" ruclips.net/video/gn4uTLPvOPY/видео.html,
@ about 17:00, TTP pushes the Papal States Great Cross into that evil 'elbow' breach to block it up: that's probably the most potentially-dangerous section of wall in the entire game ...
So, folks, um, don't block the wrong breach ...
Very true
Beautiful play, just got into your videos (some months late apparently). I played m2 online a couple of years ago when the meta was heavy cav charging each other upfront trying to get a charge on the enemy infantry. God i gotta get into it again
dude this channel is sick!
What happend .? Ur content was amazing
Wot hav hapend to this channel
@ about 32:00 you finally remark on the opponents' *blobs* of close-formation units, in proximity to retribution. For a long time I had been wondering what Lavernicus' mortars were/weren't doing ... but ... was that maybe some sort of 'feint': were they trying to draw fire to exhaust the mortars (you didn't really hover over the enemy units; I could not tell if they were quality or trash)?
Otherwise, only some remarks: the video-quality of modern games makes it *oh-so-easy* to make the mistake of thinking that these computer-processed mathematical abstractions emulate reality: they do, and they don't; some of your own "M2TW siege optimal geometry" rather flatly denies any connection to any known physical reality; Havoc Engine or whatever, so much is just plain left to Dev's judgement calls, and willingness to actually write convoluted code. But they try and, I think, do very well: particularly M2TW.
So, re: Pikes and sieges, in-Castle pathfinding/deployment is just plain problematic; the 'hit boxes' of obstacles can not be determined visually with any precision, so their 'obstacle factor' can only be assessed by the experience of repetitive play. Spear-wall probably suffers more than any other style of unit: do not try to push pikes through choke-points; you'll be very unhappy; set them up away from the choke-point, so that they can maintain their proper formation (defending, consider the 'V'?). Same style of advice: charge knights through a choke-point, the lances don't go down (OMG, wtf, why; this charge is a complete waste, and I'm actually going to lose my best knights because enemies that should have been launched across the screen are completely unharmed and are now going to counter-attack...?); broken walls, streets, don't have any expectation of 'normal things' even working at all. Experience is the only way to learn where Dev-reality works, v. where Dev-reality fails.
So, beyond minimizing how much heavy cavalry, and/or pikes, you bring as a siege-attacker, play: learn what works and what doesn't; just remember that, particularly in M2TW siege, what you *think* you see is not always what you get ...
Oh, of course, back to my first observation: expect missile/artillery fire, open your formation.
P.S. My 1st Campaign Game, England pushing into Anatolia against the Mongols (they had completely exterminated the Turks long before I got anywhere near), I played-out defending 'the impossible siege': I deployed stakes 'in likely places'; the castle was wrecked, my army was wrecked, but *THREE Mongol Armies* were absolutely annihilated, including Generals, and I held the castle ... it was much more than the stakes, but the stakes were the only reason that I survived at all. "Thinking inside/outside the box": *everything* is inside the box, if you expand the borders of 'the box' ...
glad to see you posting again shewey!
Hey Tower, Can you post a video that explains how to make gunpowder units work! For some reason it is extremely difficult to make aquabusiers and musketeers work in multiplayer battles because it seems they can only get a few volleys off before their constantly reloading and hitting my men in the back, recently I played a pitch battle where a musket unit only got 13 kills. Any advice you have on this subject would be much appreciated, thanks.
Thanks for the comment, if I ever get time to get back into RUclips that is certainly one of the videos I would be interested in making. Generally the key is to only ever have them 2 ranks deep, there are more intrecusies, if you watch my replays on this channel you will see me using guns effectively, that should give you the basics.
At least in vanilla, Foot-Gunners suffer from some nasty Catch22s: when they suffer casualties, they reform; while reforming, they're not shooting. Only in Skirmish-mode will they fire-by-rank but, in Skirmish-mode, they flee if any enemy enters their Skirmish 'radar-range', even if that enemy unit is not menacing them at all. When not Skirmishing they do not fire-by-rank, but perform this absurd front-line-to-the-rear-then-rear-line-to-the-front-then-former-front-line-move-into-the-empty-slots-of-the-former-rear-line-oh-gee-ok-new-front-line-you-can-finally-shoot-now ... Gee, guess what happens if the unit suffers even one single casualty during that process.
So, your Muskets/Arquebusiers just get perpetually stun-locked: in Skirmish-mode, they never stop running long enough to actually fire at all; not in Skirmish-mode, they never stop tin-soldier-ancient-swiss-cuckoo-clock-reforming long enough to actually fire at all ...
What to do ... try to avoid them being menaced at all; if pure-skirmish v. pure-skirmish, put them in Skirmish-mode; that's about all you can do.
Against gunners, fast-firing archers, all focused on a single unit at a time: enjoy watching the unending march of the cuckoo-clock-tin-soldiers.
Hey man don't forget to upload
Was playing Divide and Conquer a week or two ago and I only then realised this is how to use missile units on walls
A new video? 👀 after work
Haha yep man, just got that feeling.
Really enjoyed this video
Thanks man
what's the name of expansion you have played guys? how can I join online battles?
Kingdoms Expansion
Hey Tower, I'm from the Silmarillion: Total War team. You don't have a discord so I thought I'd reach out here. Would you be interested in doing some faction spotlight/battle spotlight videos with our mod?
Hey JmonsterTW, I worked on the Rise of Mordor team for several years as a writer, so I would be interested in talking to you. Honestly I didn't know there was a Silmarillion mod, is it for Med 2 or for a more recent title? I do have Discord, there is a link to it in the description of this video, we can chat more there if you'd like.
Thanks
I'm late to the party :(
Boomer Pixelated Apollo uploads yet again!
No one respond to "Logan" if you don't want your account to be hacked and used for botting btw
Yea trying to block him, deleted several comments already
@@thetowerproject3122 Yeah it's not a main account, they hack peoples accounts and change them to bot from what I understand so that youtube won't delete them since they are active accounts in the eyes of the site. Will take a while until they can ip ban the user