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make bolt-shooters great (and usefull!) again


JC (naval supremacist)
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Anyway, 

As we can see, the boltshooters were , from 0ad20, unchanged (or a bit ?) in this last release and nobody use them .  trololol .

The new paradigm of 0ad21 forces players to use rams to get down a fortress or a CC (and it's a good thing !) .   But still, even if the rams are stronger than before, it's so easy to sacrifice 2,3 champs to hack them down. Also, often in the gameplay of 0ad21, the player use rams because he reached a point where the enemy is clearly losing and have no more champs to hack down a ram (or many rams) .   So where is the gameplay improvement if the rams are just used to finish a game ? (against a losing turtle-arrow-spammer)

-> It might be more nice to reward player to use siege sooner in the game -> a far bigger range of boltshooters (120m) might force the turtle player do get out of his walls because some lethal projectils are randomly raining on his standing-idling champs (waiting for destroying rams) and/or his female-food workers.

As I said before, boltshooters should be the perfect unit against idling units packed together : a group of chariots harassing, many rams packed waiting for siege ...  So in both cases (attack or defending)  boltshooters should be used to take opportunity on large group of units . To destroy

--> For this,

range : 100m-120m . pop : 2 . cost : 250 metal, 250 wood . attack : 300 pierce + 200 hack  (every 5 secs) so it will worth the attack of 4 champs . arrow speed : far less than now : it should be a bit faster and have the same elliptical trajectory than catapults bullets in order that it hits only non-moving units precision : no splash damage like catapults and it won't be more precise than the projectile of a skirmisher cavalry but it will be still ok if enemy units are packed together. shield : very poor against hack like now.

 

Can you introduce boltshooters in the gameplay-equation of 0ad22 ? In this way or another ?

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As we can see, the boltshooters were , from 0ad20, unchanged (or a bit ?) in this last release

Make previously unused Ptolemian bolt shooter available

Fix bolt shooter precision tech which didn't work previously

Armour: 1 40 1 -> 1 50 5

increasing their repeat rate by 25%.

Capture points: 250 -> 500

Regeneration rate of capture points: 0 -> 20

Population cost: 5 -> 3

So perhaps have you some love for this units but I can affirm that there were many changes.

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nobody use them

One could say the contrary ?

Moreover, some units have specific uses (like a boat is not used on ground).

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trololol

I don't know what that mean.

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  • 5 months later...

In single player mode I used bolt shooters  after maximizing the pop cap meaning I only capture it than producing. It's nice to use it in defense while allowing the AI to attack you in masses. It may not do much help in destroying mobile units but it's good imo against stationary ones like archers siege rams etc. Offensivewise it really needs more range and damage abilities especially if enemies are on top of the hill/mountain. It should be able to outrange any range unit in any terrain. They may not be very effective in any gameplay but it adds more variability and versatility. 

Most players (single/multiplayer) don't use range sieges because champs and mobile units are enough to win as well as their effectiveness is very minimal. Siege rams are the best options mostly (including AI) but they are mostly effective in flat maps and on clearing operations. 

 

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