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ValihrAnt

Balancing Advisors
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Posts posted by ValihrAnt

  1. 2 minutes ago, thankforpie said:

    if you stay and atk them they will deal higher dps than you

    DPS doesn't mean much in cavalry archer case. Cavalry have what infantry lack, mobility. I've recently played most of my 1v1 with Seleucids and Persians doing cavalry archers, and haven't had trouble dealing with skirmishers or slingers a single time no matter how outnumbered. Freehand formation draw is very useful in doing this too. A buff to cavalry archers will simply do what @(-_-) mentioned.

    A slight buff to infantry archers would be nice though. They simply don't compare to slingers or skirmishers. Though the major reason these civilisations aren't played is how OP Ptolemies, Britons and Gauls are. I don't remember the last time I've seen Macedonians being played even though they're a skirmisher civ.

    • Like 2
  2. Civilisations shouldn't be picked just because of their team bonus, but the team bonus should only be one of the factors in picking a civ. You shouldn't give civs op teambonuses just to make them played, instead they should have their inherent flaws fixed. (ex. Macedonians don't have sword units, making them easy targets for siege spam)

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     Athenians: their team bonus is effective only in naval maps (and is not so op anyway), so is it useful considering that naval maps are played really little?

    Could be changed to 25% reduced creation time and 15% reduced cost. They shouldn't be given a land based bonus just because naval isn't played so often.

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    Carthaginians: considering that trade is the best bonus that can be given to this civilization (looking at it's story), why not to increase it? A 10% bonus doesn't motivate anyone to play this civilization even in a trade-based game (Persia has in my opinion a similar problem)

    If Carthaginian bonus is increased Persian bonus needs to be increased too.

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    Seleucids: to reduce the cost of new civic centres (that are also a building that is not so used in team games) only of 100 resources is quite unuseful: do 100 resources of each type affect the game?

    It's most useful in nomad. I think it's fine the way it is at the moment. (It affects Military Colonies too).

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    Carthaginians, reduce 20% cost of ally Elefant

    This is the exact bonus that Kushites have at the moment.

     

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    Why not to increase the allies' territory influence by 20%

    Current Macedonian team bonus is quite good the way it is. I don't see why it should be changed.

    If it were up to me to change team bonuses I'd do it like this:

    1. Iberians: From 20% reduced cost to 10% reduced cost.
    2. Romans: from 20% reduced training time to 15% reduced.
    3. Athenians: From 25% reduced ship training time to 25% reduced train time and 15% reduced ship cost.
    4. Ptolemies: Reducing the trickle speed by 0.25s, because of the fact that the teambonus is working in your favour from start of the match to the end no matter the circumsance.

    Other than that the current team bonuses seem fine to me. Briton and Mauryan team bonus is never used at the moment, but that's due to healers being super weak not the team bonus being under powered.

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  3. The only way to be sure that your units will always be fighting and won't try to capture buildings, siege weaponry or just being idle is to put a patrol point (by holding 'P') behind the enemy army or using the attack move Ctrl + Q + Right Click behind enemy army (don't know how good it really is, because it takes too much effort to actually click the buttons, but should be the same as patrol). That way even if no enemies are in the vision range they'll keep moving toward enemy units and attacking the ones in range.

    • Like 4
  4.  

    2 hours ago, Sundiata said:

    A hard exclusion zone around the CC, which forces farms towards the outskirts of your territory 

    Will end up in players building fields at the edge of the map and building house walls around them to protect women during raids.

     

    2 hours ago, Sundiata said:

    Profitability of markets is determined by 2 factors: relative distance to each other (like now) AND, how many houses are within it's radius. 1 - 10 houses represent respectively 10 - 100% market profitability. So the amount of resources a trader caries is determined by the market they're coming from (how many people "live there" and how far away is it)

    And because the fields will have most of the houses around them players will also make their market there, meaning that the market ends up in the middle of farmlands which are far away from the CC and have only one entrance as far away from the enemy as possible.

    I think the best way to do it is to still let players build their fields around the CC, but have farmlands (like in Delenda Est) that increase farming rate by 2-4x (depends how much you don't want players farming around the CC) scattered around the edge of their territory. Would be a nice compromise for now.

    Also what about corrals? I'm sure having a huge slaughtering grounds in the middle of a city isn't more realistic than farming in the middle of it.

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