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    • A couple citizens is enough to hold a tower in enemy territory. Other than that I agree.
    • As of this version I train my tower guys to elite rank and two of them can hold a building in enemy territory.
    • An enemy already cannot hold a sentry tower in your territory, unless putting hero or champs inside, the tower will decay and return to you. So basically the only way to please you in this case would be to increase building decay. In previous alphas, towers with 5 guys inside almost couldn't ever be captured. But that worked both ways. And it was silly. A garrisoned tower in your territory could not be captured unless a very unreasonable effort was made to do so by your opponent, but if ever he did capture it (for example you forgot to garrison it and enemy took it), you would never get it back unless you ram it down first. Since so much players have a hard time managing to defend their buildings, I would have suggested to do something that increase capture point, instead of capture regeneration. It's very different because increasing capture point is only slowing the capturing of buildings, while capture regeneration have a exponential effect that leads into buildings being not capturable. Here are some ideas as a middle ground: Sentry (Tower tech) => +50% arrows and +50% capture points for towers Professional Garrison (Fort tech) => +100% arrows and +100% capture points for forts CCs 2500 => 3000 base capture points. I've saw so much capture CC fails this alpha I don't know why some players still think buildings are too easy to capture. It's just different as you need to garrison it with best units and protect your CC more then using it as if it was actually a fort.  
    • Towers are not too strong, but a tower full of enemies in your homeland shooting your women after you've just lost most of your troops repelling their invasion is too strong. 
    • A tower cost 200 resources, same as 2 infantry, we'll take account build time and say 3 infantry... Considering this, you can see why building a tower SHOULDNT be too strong as to for the enemy spend excessive time to take it out. When the building balance is making buildings too strong, then game stalls and it's boring. Which is why this alpha (a27) is refreshing because building are balanced. We can make the same comparison we did with towers with other buildings like CC and forts both as costly as 9 infantry. Yet a CC even being easier to capture now can score 80 kills as I often witness in games, and forts even more (100 not being uncommon even saw 169 once).  The towers enemy capture in your own territory, decay 10 capture point/sec iirc, so recapturing them is actually much more at the advantage of the original owner. Next alpha, CC and forts will be back at being almost impossible to capture, which I regret because it will close strategic options, forcing players to always go for rams, even when you only need to defeat a naked CC. But I guess the majority of people think that's how it should be..
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