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av93

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Everything posted by av93

  1. Well, removing them from CC basically just delay the training, and makes you choose between invest in more general workers/soldiers or cav/food gatherers. Then it just a matter of tastes. I agree that touching others ranged units stats are very dangerous. You mean Lion's ones? I think that I have well argued, although you can disagree on the propositions. In my taste, ranged units making some damage it's necessary for gameplay purposes (maybe not against walls).. and about cav spearman, too few civs have them (It really doesn't worry me, I love asymmetrical balance) and maybe historically would be the role of cav swordmen? I really don't know (And I think that gameplay comes first)
  2. For ranged cav discussion, I created this post
  3. (tl;dr in the end.) Hey! I just bring this discussion to the forum and to the players. That has been discussed before, the last time I recall, here. I think that a game that can be win with an only strategy is not fun. (who haves more ranged cav.) I know that everybody have is perfect game in mind, the devs can't please everybody. But, some of us love discussing this kind of things and give our opinion, so a little more of spam about game design won't hurt, if it's polite. Some arguments of the devs patch discussion: I think that you can still be a competitive player and and enjoy doing the right strategy and tactic, having fun. I don't think that competition and fun are a disjunctive, (although I know that a high competitive scene can kill the game, a good basis of that can be a good attraction to players). I restarted to play multiplayer this days, and I played a few, and seems that the cav skirmish rush it's very unbeatable. Correct me if I'm wrong because my biased low numbers of games, there's a way to counter that strategy? If yes, I would rethink all. A. Possible counters with the actual design 1) Towers seems that when cav skirmishers gain a critical mass, doesn't kill them because the spread of the arrows. Is there a way to make the arrows like the aoe2? They are fired independent? Also, they don't work well if you have to cover to much territory, because the mobility of the cav skirmishers. This is a good design IMO cause the early role (for me) of the cav skirmishers should attack weak points. Solution proposal 1: Fix the spread of the arrows of the towers, add a bonus of them against ranged cav. 2) Melee infantry should stay as it is, I think. 3) Ranged infantry gets killed by the superior HP of the cav. But, by the way, It's cost effective against them? I don't have the numbers. In Total War, ranged infantry counters ranged cav (big target, against small target, but maybe that doesn't stand historicity and it's just a gameplay decision) Solution proposal 2: Make cheaper ranged infantry, or more expensive the cav skirmishers (in resources or in population) or add a bonus of ranged infantry against ranged cav (or both) My opinion would be that the cost are fine. Maybe a population increase. Although in scheme I would give them a bonus, first I know that you don't like hard counters, and second, if ranged infantry is very useful against cav skirmishers (and every civ has them), would make them obsolete and people would just train back ranged infantry. Don't like this solution. B. Changing cav skirmishers (and cav archers) I think that harassing should be possible, even a way to victory, but has to be balanced to have a viable strategy to counter them. Nerfing the cav skirmishers stats shoudn't make them unusable the rest of the game. The patch proposes disabling the training of the unit in the CC. As other proposals, this change is a retardant of the ability to training them (having corrals, the need of a specific tech, an upgrade in the barracks, etc.). This will work only if enough breath is created to make others strategy viable. But having them on the barracks, delays with a good time and price the ability to make them, and makes you choose between making cav skirmishers and rush, or train c/s for wood booming (and defending). Also t delays the food booming of hunting or corrals. I'm strong in favour with this. You still have cav skirmishers in phase I to do that. And a explorer unit could be created, with the skirmisher skin, but without the javelins props (with a low limit, or without it) for training in the CC (and without gathering meat capacity?) I agree in the viability thing of the unit, as I said it before. I don't have an opinion on the accuracy, but maybe nerfing that makes them unviable. It depens on numbers. Also, an direct way of nerfing them, and for me it have a degree of realism (maybe I'm wrong), it's to make them unable of herding. I don't see mounted people taking food from sheeps. Although maybe hunting is the same (you need stealth skills), I think that have cav hunting have some fun and maybe it hasn't to be removed. C. Introducing a new counter (Cav swordmen) Having the cav skirmishers and their natural counter be able to train in the same time, it's just a necessity. Right now, by stats, isn't the cav swordmen the designed counter? (and one of the most available units for most civs?) Having the possibility of choose, maybe lead to a breath in the soft-counter system, giving more sense to train spearmen, and then swordmen or ranged infantry to counter the spears. But where they would train, the two in the CC? This proposal would be paired with the disabling of the training in the CC of the cav skirmishers. So a tl;dr of solutions or proposals: You can take them all, you can take one, or you can't take anyone at all: -Towers: 1) fix spread 2) add a counter bonus against ranged cav -Ranged infantry: 3) Change cost and/or population of cav skirmishers or ranged infantry to be cost effective against the first. 4) add a counter bonus against ranged cav -Ranged cav 5) Nerf them (but thinking about later viability) 6) Disable to training in the CC and be only trainable on barracks 6.1) And replace them with a explorer unit in the CC 7) Disable the ability to herd 7.1) Disable to ability to herd and to hunt -Cav swordmen 8) Be able to training them in barracks in phase I My opinion would be in favour in fixing towers with an added bonus against ranged cav, maybe increase pop of all cavalry, 6), disabling them in the CC, disabling the ability to herd, and maybe allow cav swordmen to be build in phase I (if there's enough effective counters, I wouldn't). I'm against nerf them. Remember that the changes and solution have to affect also the (Egyptian cav archers). Different solutions, different approaches. PD: I don't know if devs want to bring the Phabricator discussions here.. If not, I won't do it again.
  4. Thank you! Consider my proposal, a decision based on DPS could drag units into automatic undesirable luring.
  5. It wasn't implemented cause the dev teams didn't agree in how implement it? The dps didn't have sense for me. Maybe in ranged mode I do less damage, but I'm safe. I click to attack and then the ranged unit goes into melee mode but gets killed by a jav mass, defenses, etc. Why the work stopped @bb_?
  6. Right-click reseeding of farms confirmed. Nice objectives in the top-right screen. The barracks looks a little out-of-place, they're very shining.
  7. Just use the back meat. Also, soldiers when are working don't use the militar props.
  8. av93

    Just OP

    Looking into the replay, it's clear: ranged cav rush, this time with ptolo camels. Towers didn't work cause the ranged cav have the mobility. As you know, ptolomies are the only civ that have mounted archers by the start. All others have them in phase 2. And they only cost wood and food (and ptolomies have the no-wood bonus for building, although I didn't the math) The only counters that ranged cav have are either, Towers, but they don't work at all, as seen on the video (if you have a lot of space to cover, they will hit you when you can't defend) Far superior numbers of ranged infantry, but most civs have skirmishers with less range. Similar numbers of skirmisher cav, but the camels probably will hit and run you. Two solutions: Nerf or Buff. Keeping in mind that ranged cav rush are the main strategy. Nerf: It's nice to have variety and have ptolomies the only civ with cav archers in the start. Also if they are nerfed, we have to keep in mind that the unit have to be useful in mid and late game also. Buff: Buffing the others civs and units should be done with the other ranged cav in mind. Edit: Didn't wanted to press enter, I didn't finished. Some propositions: -First, make the cavalry only able to gather wild animals. The point of cavalry gathering, was make them hunters, no herders, right? This would make the corral/cav economy not so viable. -Second, cav swordmen (their designed counter?) and cav skirmishers should be available at the same time. Maybe this mean remove them for CC, and be only able to build them at barracks. Hoping with this changes, harassing should be viable, but not so OP. Thoughts? If I know to make patches, I would make one for testing.
  9. "I don't know why my name are in the screen, moving over all the place" Somebody hasn't read the NDA disclosure. They will kick him.
  10. I think that you can disable them in the options menu (seen it in the ign video)
  11. My ideas, if they are useful for boarding and capturing: -Ranged units adds ranged firepower -Melee units adds "capturing power" rate. When a ships is damaged, units inside also get damage and die (or the transport capacity is reduced, forcing to exit the unit, and die if it's in the middle of the sea). Captured units in the ship die automatically when the ship it's captured. Damaged ships are easier to capture. Siege ships should have a powerful attack, but very vulnerable to boarding (reduced transport capacity) cause most civs don't have them. I'm a favour to training units in the ships, but with a "Marine" class: limited in numbers, and can't build or work. Cause then you can just send ship and colonise. Isn't better to make the colonizers and careful move them and risking them to other places? Colonize then would be very easy if you can train them in the ships.
  12. The clubs are final? Feels like a baseball stick. Someone have post some reference about it? Maybe I missed.
  13. Sorry for the off-topic. Maybe split. I.m seeing like the decision of choosing one heroe giving some kind of little bonus since the start of the game, encouraging specific strategies.
  14. Would be useful for tech choosing between more than 2 options. Also, with this way it could be implemented a mercenary decision design in Carthago, choosing alliances, instead of building only 2 embassies.
  15. av93

    dead

    I think that sc2 was very succesful, but players just bored, and the barrier of entry was very high
  16. av93

    dead

    If you want, you have Wesnoth and The 9 Age as open source lores of fantasy.
  17. I just stumbled over some Imperium videos about a possibly new release. In spanish: It's a small company, so take it with a grain of salt, but seems that the objectives are making another re-release of the game (we're coming to a good RTS revival), fixing bugs, better screen resolutions, some graphic enhancing, and a good support of multiplayer. Maybe steam. They might add some news civs, probably Greeks and Parthians. They are also taking advices from community to make the game Although the game was very unhistorical, I really enjoyed it.
  18. I don't know if nomads would carry skulls from place to place. Sure that this image of the ox skull is not a little western/cowboy movie influenced?
  19. Just for curiosity, with this patch, the armour system was changed, from a damage - armour formula, to a exponential based one. The engine supports both systems?
  20. You will use the buildings for Scythians?
  21. We need animated crews for all siege, just an humble comment
  22. av93

    Render Dump

    you have improved a lot, I think. You're not alone in the frustration, it's the same for me with the guitar as an autodidact.
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