
Ogre Talk: I Tested Multiplayer Balance for a Month.Turns out Archers Lose To A Lot of Stuff.
I had a theory for years that Tactics Ogre PSP was, to some degree, balanced for multiplayer when it came to the end game content. I'm glad to say that I was actually correct on that one. This test took an exceptionally long time to set up, but I'm glad to be able to have a long discussion over the fact that Archers likely WOULDN'T dominate the meta of a theoretical multiplayer scene for this game. Actually with more testing later, it's a bit surprising that similar results could be found for Ninjas and Knights as well.
Some Notes:
-I'm aware that I didn't fully utilize Phalanx light tank cheese, but that would definitely hard counter archers.
-A player could kite better with archers, but ultimately all maps end. They're a very basic class with one function, so I think this test shows that even the brick dumb AI can counter these guys with a little nudge.
-All casters were given their full spell list. Picking and choosing what to learn would obviously help in a true multiplayer setting.
-For those curious, Hoplites and Juggernauts absolutely pulverized the archers when remade later. Partially because they had no spare slots for herpetology. Same goes for Dragons and most beast units.
-This is hands down the best way to burn out on vanilla, holy dang.
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