Lacrymas
Arcane
- Joined
- Sep 23, 2015
- Messages
- 18,696
So, after playing almost 80 turns as Cathay and having 2 souls going for 3, I can say I have a pretty good grasp of the faction especially considering Total Warhammer's factions are generally very simple. Here's what I think. I'm enjoying Cathay more than I thought I would and that's probably because it's not too flanderdized and it doesn't have too many wacky and zany units. Warhammer armies have the tendency to be spread too thin because ratman is already zany enough, but when you have an entire race and roster of ratmen it tends to lose its charm and focus due to the designers/writers/developers starting to run out of ideas fast. A lot of the Total Warhammer factions fall prey to this, but I digress. Cathay is mostly humans with only one fantasy unit, the terracotta sentinels. That's great - it allows the more fantastical creatures to pop and aren't lost in the mire of all the other fantastical creatures. The devs also found a way to make infantry finally viable through the yin/yang mechanic in battles even on the highest difficulties.
However, Cathay has a very limited roster that limits itself even more by almost half the roster being borderline useless or outshined by others (whether that is strategically or tactically). What you soon find out is that the basic peasant spearmen and archers are great, actually, so you don't use anything else and just upgrade those to jade warriors and then celestial guards. Your best/doomstack army is enough celestial guardsmen to protect your celestial crossbowmen and artillery. That's it, everything else is debatable. Terracotta sentinels are ok-ish and can complement this kind of army, but they aren't needed at all. Everything else you will almost never use or will use in one battle to find out they are worse than your bread and butter halberdiers and crossbowmen. Gunpowder units are waaaay more useless than they appear at first, the considerable range they have can't offset the lack of damage output. All cavalry is terrible in this game and Cathay's isn't an exception, the flying horses (Longma riders?) are teetering on the edge of being somewhat useful, but the prohibitive cost and debatable usefulness means you are better off just filling that space with more celestial guard. The Wu Xing War Compasses and Sky Lanterns are garbage plain and simple, if you are going to use the compasses it's better to have an astromancer ride one instead. Sky Junks on the other hand can be an ok substitute for artillery because it's basically a flying fire rain rocket that fires 4 times slower (because it's a single entity compared to the actual fire rain rockets who have 4 models per unit) but it also has unlimited basic ammo like the lanterns when it exhausts its rockets. It's fine if you really want the pretty flying balloons. And that's basically it, you'll never use 1/3rd of the roster and some of the others are debatable. The obvious progression of peasants -> jade warriors -> celestial guard makes the roster seem myopic and constraining because they are literally the same unit with better stats each upgrade level.
I've come to somewhat appreciate half the campaign mechanics Cathay has. I get why the caravans are there now, it gives you something to do during the looooooong peaceful downtime between Bastion attacks and rift spawns. Cathay is in a very defensible position on the map and Zhao Ming can very easily make allies of the ogres in the south, so you literally have no enemies to worry about if it wasn't for the attacks on the Bastion. However, the caravan forces are not big and powerful enough to repel attacks 70% of the time, so if you get attacked by wandering chaos forces you can't do anything and you lose the caravan. You also can't bring back caravan masters even if they are immortal for some reason, so you lose your gained traits. All in all, caravans are a band-aid mechanic and a somewhat poorly thought out one but it's ok to fill the time. Speaking of half-assed mechanics - the Wu Xing Compass. 90% of the time, you'll keep it giving you population growth and income. You will never use the direction that gives you defensive supplies ever and the other two are prohibitively situational. It's a passive mechanic that is just a button to press when you feel like you need certain bonuses, that's it. Like I've said before, this needed to be more dynamic to accentuate the rivalry between Miao Ying and Zhao Ming, something like Hector and Paris in Troy. Just copy their mechanics, actually, make it have you earning the favor of your dragon father and whoever has more favor gets to control the compass. It makes soooo much sense and it would immediately make the campaign more dynamic. Cathay sorely needs this due to its defensive geographic location. But as always, CA find a way to waste potential. The attacks on the Bastion are basically the chaos invasion, the moment the little gauge fills up, armies of chaos warriors start attacking the gates and they get more and more powerful the longer the campaign lasts. Zhao Ming doesn't need to worry about this until he confederates everyone but his sister (who he can't confederate because major factions are practically impossible to confederate in WH3). This mechanic is ok and it's finally something that puts the war in Total War. Seriously, playing as Cathay feels like A Little Bit of War. These armies spawning out of nowhere is a bit cheap, but whatever, you are given ample time to prepare because you know exactly when they will attack.
The last mechanic is the Yin/Yang thing. This is essentially a money sink when it matters. It gives you huge bonuses when you are in harmony, so you are strongly incentivized to keep it that way. However, this is very easy in 99% of cases, you just alternate which buildings you build and that's it. The other 1% is when you confederate someone else. You will almost certainly jump from harmony to 8+ in either Yin or Yang and have to either recruit lords to quickly go back to harmony or wait a few turns to change your buildings (you can convert every yin building into a yang one and vice versa through the construction menu). It only eats money, really, but by the time you are strong enough to consider confederations you'll have enough funds and income to not bat an eye. I have no ideas how to make this better. It's a bit strange but I have a hard time articulating why exactly. It's a mixture of it feeling pointless on one hand and subtly controlling what you do on the other. Because it's so easy to manipulate, controlling what you do makes it seem impotently spiteful: "Haha, you have to click on the building/technology with the other aspect now!" ....ok? Maybe I lied a bit when I said I have no idea what to do with it. I'm thinking this should've been more dramatic and been affected by more things. Occupying a settlement - 3 Yang, destroying it - 3 Yin. Declaring war - 2 Yin, signing a non-aggression pact - 2 Yang. Attacking someone - Yin, defending from an attack - Yang, etc. Perhaps this is a bit too radical, but it's an idea that affects the way you play, the tendency of faction mechanics in Total Warhammer is for them to be as toothless and non-disruptive as possible. This might be a reason why WH3 is bleeding players at a frightening rate, the factions are bland due to a lack of meaningful and logical faction mechanics. Don't get me started on Kostaltyn and Katarina.
Actually, the exodus of players is an interesting topic to discuss. WH3, to me, isn't substantially different from WH2, at least in the moment-to-moment gameplay. I have a hard time believing every one of the 90% of players who stopped playing has completed a campaign with every faction and is bored by the lack of the staggering amount of LLs in WH2. Maybe the campaign is just this bad and off-putting, but is it really cause for this level of player non-retention? The way I see it, it's because Total Warhammer can't stand on its gameplay alone and needs smoke and mirrors to blind people (like many LLs). The battles are shockingly simple and don't require almost any input from the player, this is compounded by the fact most units in all the three games are useless due to how the game works; the campaign map mechanics are borderline not engaging at best and actively detrimental at worst; the factions are bottom of the barrel tier with no attention paid to details (seriously, the feud between Kostaltyn and Katarina is legendarily poorly handled) or lacking essential features from tabletop (like warriors of chaos in the demon armies). I'm starting to think that maybe the reintroduction of the combined map isn't going to herald a long-lasting return of players. The focus on quantity over quality with this trilogy is starting to show its limits and CA need to do something radical to reinvigorate the game, something I'm willing to bet they are unaware of, unable, unwilling or scared to do. Perhaps I'm wrong and WH3 will have another 5-6 years of patches and DLC, but CA don't really care either way, they will drop this project like a hot potato the moment they see that minimal effort in the gameplay department isn't enough to keep people interested. So why should we care? ¯\_(ツ)_/¯
However, Cathay has a very limited roster that limits itself even more by almost half the roster being borderline useless or outshined by others (whether that is strategically or tactically). What you soon find out is that the basic peasant spearmen and archers are great, actually, so you don't use anything else and just upgrade those to jade warriors and then celestial guards. Your best/doomstack army is enough celestial guardsmen to protect your celestial crossbowmen and artillery. That's it, everything else is debatable. Terracotta sentinels are ok-ish and can complement this kind of army, but they aren't needed at all. Everything else you will almost never use or will use in one battle to find out they are worse than your bread and butter halberdiers and crossbowmen. Gunpowder units are waaaay more useless than they appear at first, the considerable range they have can't offset the lack of damage output. All cavalry is terrible in this game and Cathay's isn't an exception, the flying horses (Longma riders?) are teetering on the edge of being somewhat useful, but the prohibitive cost and debatable usefulness means you are better off just filling that space with more celestial guard. The Wu Xing War Compasses and Sky Lanterns are garbage plain and simple, if you are going to use the compasses it's better to have an astromancer ride one instead. Sky Junks on the other hand can be an ok substitute for artillery because it's basically a flying fire rain rocket that fires 4 times slower (because it's a single entity compared to the actual fire rain rockets who have 4 models per unit) but it also has unlimited basic ammo like the lanterns when it exhausts its rockets. It's fine if you really want the pretty flying balloons. And that's basically it, you'll never use 1/3rd of the roster and some of the others are debatable. The obvious progression of peasants -> jade warriors -> celestial guard makes the roster seem myopic and constraining because they are literally the same unit with better stats each upgrade level.
I've come to somewhat appreciate half the campaign mechanics Cathay has. I get why the caravans are there now, it gives you something to do during the looooooong peaceful downtime between Bastion attacks and rift spawns. Cathay is in a very defensible position on the map and Zhao Ming can very easily make allies of the ogres in the south, so you literally have no enemies to worry about if it wasn't for the attacks on the Bastion. However, the caravan forces are not big and powerful enough to repel attacks 70% of the time, so if you get attacked by wandering chaos forces you can't do anything and you lose the caravan. You also can't bring back caravan masters even if they are immortal for some reason, so you lose your gained traits. All in all, caravans are a band-aid mechanic and a somewhat poorly thought out one but it's ok to fill the time. Speaking of half-assed mechanics - the Wu Xing Compass. 90% of the time, you'll keep it giving you population growth and income. You will never use the direction that gives you defensive supplies ever and the other two are prohibitively situational. It's a passive mechanic that is just a button to press when you feel like you need certain bonuses, that's it. Like I've said before, this needed to be more dynamic to accentuate the rivalry between Miao Ying and Zhao Ming, something like Hector and Paris in Troy. Just copy their mechanics, actually, make it have you earning the favor of your dragon father and whoever has more favor gets to control the compass. It makes soooo much sense and it would immediately make the campaign more dynamic. Cathay sorely needs this due to its defensive geographic location. But as always, CA find a way to waste potential. The attacks on the Bastion are basically the chaos invasion, the moment the little gauge fills up, armies of chaos warriors start attacking the gates and they get more and more powerful the longer the campaign lasts. Zhao Ming doesn't need to worry about this until he confederates everyone but his sister (who he can't confederate because major factions are practically impossible to confederate in WH3). This mechanic is ok and it's finally something that puts the war in Total War. Seriously, playing as Cathay feels like A Little Bit of War. These armies spawning out of nowhere is a bit cheap, but whatever, you are given ample time to prepare because you know exactly when they will attack.
The last mechanic is the Yin/Yang thing. This is essentially a money sink when it matters. It gives you huge bonuses when you are in harmony, so you are strongly incentivized to keep it that way. However, this is very easy in 99% of cases, you just alternate which buildings you build and that's it. The other 1% is when you confederate someone else. You will almost certainly jump from harmony to 8+ in either Yin or Yang and have to either recruit lords to quickly go back to harmony or wait a few turns to change your buildings (you can convert every yin building into a yang one and vice versa through the construction menu). It only eats money, really, but by the time you are strong enough to consider confederations you'll have enough funds and income to not bat an eye. I have no ideas how to make this better. It's a bit strange but I have a hard time articulating why exactly. It's a mixture of it feeling pointless on one hand and subtly controlling what you do on the other. Because it's so easy to manipulate, controlling what you do makes it seem impotently spiteful: "Haha, you have to click on the building/technology with the other aspect now!" ....ok? Maybe I lied a bit when I said I have no idea what to do with it. I'm thinking this should've been more dramatic and been affected by more things. Occupying a settlement - 3 Yang, destroying it - 3 Yin. Declaring war - 2 Yin, signing a non-aggression pact - 2 Yang. Attacking someone - Yin, defending from an attack - Yang, etc. Perhaps this is a bit too radical, but it's an idea that affects the way you play, the tendency of faction mechanics in Total Warhammer is for them to be as toothless and non-disruptive as possible. This might be a reason why WH3 is bleeding players at a frightening rate, the factions are bland due to a lack of meaningful and logical faction mechanics. Don't get me started on Kostaltyn and Katarina.
Actually, the exodus of players is an interesting topic to discuss. WH3, to me, isn't substantially different from WH2, at least in the moment-to-moment gameplay. I have a hard time believing every one of the 90% of players who stopped playing has completed a campaign with every faction and is bored by the lack of the staggering amount of LLs in WH2. Maybe the campaign is just this bad and off-putting, but is it really cause for this level of player non-retention? The way I see it, it's because Total Warhammer can't stand on its gameplay alone and needs smoke and mirrors to blind people (like many LLs). The battles are shockingly simple and don't require almost any input from the player, this is compounded by the fact most units in all the three games are useless due to how the game works; the campaign map mechanics are borderline not engaging at best and actively detrimental at worst; the factions are bottom of the barrel tier with no attention paid to details (seriously, the feud between Kostaltyn and Katarina is legendarily poorly handled) or lacking essential features from tabletop (like warriors of chaos in the demon armies). I'm starting to think that maybe the reintroduction of the combined map isn't going to herald a long-lasting return of players. The focus on quantity over quality with this trilogy is starting to show its limits and CA need to do something radical to reinvigorate the game, something I'm willing to bet they are unaware of, unable, unwilling or scared to do. Perhaps I'm wrong and WH3 will have another 5-6 years of patches and DLC, but CA don't really care either way, they will drop this project like a hot potato the moment they see that minimal effort in the gameplay department isn't enough to keep people interested. So why should we care? ¯\_(ツ)_/¯