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Dakara

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Everything posted by Dakara

  1. good, you can try the same with 5 spear infantery in the archers group? Ok i'm connected
  2. Ok try it archers should be very weak at melee fight, but if they are really HARDDDD weak we can remove the buff dammage against archers or buff the pique/spear dammage against cav? Can we try together the mod when you end it ?
  3. Taking into account the future change on arrows and stone projectiles and the nerf armor. We must not nerf the stats of ranged units too much to keep their support / harassment role. Are we agree ?
  4. Delete the tech please You can guess where the traders are, or just go exploring. save you resources for really useful things.
  5. Is a idea for give a real identity to skirmish. Not a archer like unit. we have already slingers with crush dammage and less range. So what idea for skirmish? They kill good elephant but .. it all ? In A23 skimish have already difficult to fight big army slingers So with my idea, almost balance in fight against archers and can kill infantery with slow move speed. Like historic. And they very weak at melee fight. I don't know if the idea of big dammage and low attack speed is good but it for do an unit of hit and run. We can found orther idea if not liked by people lol
  6. Hi For Skirmish : More armor against arrow and agility (they run more fast than archers and heavy infantery). Make it harass unit with big dammage but lower speed attack rate. Attack and run. Easy killed by cavalery and useful against infantery melee. Balanced against archers because they have low range and armor good against arrow. Now : attack 16 speed 1.25 = 12 DPS range 30 Change : attack 32 speed 2 = 16 DPS range 20 if we change skirmish like that, all civ need to have possibility to have big range unit so archers or slingers except sparta because courageous civ with skiritai lol ! And all civ can make skirmish. Archers/Slingers without shield must have 0 armor. Trash support unit. They did good dammage at unit without armor and shield -> So natural counter of archers and slingers and all unit without shield. Not to mention their ability to keep ennemies away thank to their range. They are not hard counter cavalery but they did dammage where orther units without range don't do dammage. I would to insist that unprotected archers/slingers sould be demolished in melee as no armor and difficult to shot at very low range. Is already the case with spear cav but i want also with all melee infantery. So like orther thread say we have a lot of possibilty to nerf archers: ----------- For a slight differentiation of civilizations, civ with archers with shield like Carthage. Can have benetif from a little overall armor, and reduce their range from 5. For orther civ, skirmish without shield gain +5 range and +2 move speed compare to classic skirmish. Skirmish cav sound good already if we take into account a potential nerf for archers (whatever the form proposed: nerf of other THREAD : dammage, range, precision, dammage by range, precision by range, etc. ). Archers cav good with the same nerf selected as archers infantery Champion : more health, armor and attack thank to quality equipment. archers champ +5 range ? Delete maurya/kush/parisnas tech which up range for balance
  7. i understand the idea but /mute with nani mod is ok
  8. Hello, i test the mod tonigh . Maybe we have to nerf a little unit big range like arrow and slingers for balance.
  9. Right faction tech or native : siege attacks in zone the palisade, useful to counter the spam palisade and does not nerf the palisades when they are not spam in the same place. Also flaming arrows looks good. Melee units should be able to use torches as well but this is too long a change to implement.
  10. Yes ! for 100 or 200 wood (1 or 2 tower rank 1 you can denied easy ennemy ressource and protect your front a lot of time). Like i said melee unit should do more dammage to tower rank 1. Palisade is big cost in P1 so ok. they are not tanky. the problem is that the units attack them on their own when they have nothing to type. a lot of newbie players get tricked. If player is smart he can just kill a little small piece to cross. --- Tower rank 2 is powerfull without tech, they send a lot of arrows and very good at defense.
  11. Good question For example https://fr.wikipedia.org/wiki/Liste_de_noms_de_couleur french https://en.wikipedia.org/wiki/List_of_colors_(compact) english A lot of color tones We need eliminate tons of color which can be confused with elements on the map For greater clarity, players can activate allied colors if they need. Example on game at 0 second : https://www.youtube.com/watch?v=6KKbQay68CE
  12. ty I think it's basic and easy to set up. Advantageous for exploration, and not too punishing for a player surrounded by these outpost. But the new outpost is stupid and often counterproductive.
  13. Hello, -Delete decay' feature of outposts should good -Outpost with men in garnison : Little vision -Outpost with men in garnison : Medium vision in A23 it a bit toxic, sometime with some civ you can(t destroy easy in early a outpost. Maybe reduce their armor or something (or make melee unit kill easy that type of building (outpost, tower rank1) :)
  14. Hi, The subject of mercenaries is complex but brings an undeniable charm to combat and resource management. Proposal: Differentiate between mercenaries and citizen-soldiers. This disturbs me personally but I think these proposals can give them their expected differentiation -> An identity. Players who use it want to do battle with their opponents, either by quickly supporting an ongoing fight or by massing a beautiful, powerful army. A lot of buff and debuff ! Buff : 1-training time 2 seconds, almost instant. It is already an invaluable force. 2-No rank system, the unit is already experienced in combat. The technology for the mercenary rank is to be removed.We avoid having mercenaries who are almost stronger than a champion and we do without unnecessary rank management. 3-Stats generally higher than citizen-soldiers and lower than champions. Current rank 2 equivalent. 4-A loot bonus of 10% (it's slight but to reward the good use of these mercenaries and to affirm the difference between citizens and mercenaries. Warning, 10% of 1 ressource = ? = care. Debuff : 5-No harvest, no construction, always the possibility of repairing. 6-A low cost of food and a high cost of metal. The current cost +5 METAL and 10 for CAV provided the METAL ISSUE is solved. If players get into the habit of mining 2 metal with less wood or food harvester. So with mercenary strategy is a little different economy. METAL ISSUE : I have already spoken about it in another subject. Badosu work for more balance map, more number of METAL spot, but i like really random for avoid the system of build order like age of empire. It my opinion. But all agree for more METAL spot on map i think. Maybe we can have 2 options in lobby for random map: LOW METAL MAP AND METAL MAP NORMAL (like now+more metal spot on map). But also a new technology which increases the efficiency of the collection -> With a mine of 1000 we can collect 2000 metal with a tech in the warehouse. This means that the speed is not increased but that in the long term we will have more Metal. Others more original bulk idea: 7-This is not my delirium but I submit it to the debate, we can also imagine that the mercenaries would be recruited for a limited period, for example 5 minutes, increased to 7 in the presence of tech or heroes and would be overpowered (like champions but at the cost of a mercenaries), you get the idea? 8-Mercenary units can be given to allies. This is not a big buff or debuff but it can have a strategic aspect in team play. 11-The recruited units don't pop into the building but come from the edges of the maps ... (yeah I know it's crazy ...), both a buff and a debuff, it depends on the situation. Allows you to rush more easily for example. But who choose the position clock ?? 12-Recruitment is different. not one unit at a time but in groups of 10. A single group of the same type of unit of living mercenaries can be recruited at a time. It would only cost resources and training time of 20 seconds. Advantage: Does not cost population, units do not sleep in your houses. 12bis- We can see further with proposition 12. In this group there is an additional unit, a kind of mercernary half-hero. 500 HP which brings a military aura 20 yards around it. Increase the cost of Metal +150 compared to proposal 12. 12bis-bis Siege group made up of several soldiers (around 10) and 1 powerful siege weapon. A group quickly ready for attack with a metal cost. 13- Mercenary same cost as now but they have all upgrade because they have own gear.All uprage do not apply to them. So if you rush METAL ECO you don't need blackmisth upgrade. Really strong.
  15. Hello, i'm for P2 siege possibility but if you don't agree why not boost the crush dammage of melee unit? for easy kill tower and some economic building ? (all building with low crush armor) ?
  16. Right ! So we can add some idea like that. For exemple, For persians we can merge ram and siege for a new siege unit : A big ram which functions as a siege tower with 20 garnison capacity. It's just a quick idea It will take for each civ 2 to 3 units which are differentiated in P2 / P3, u agree ?
  17. About archers, where we can brainstorming for don't spam too much this thread ? Here, specific thread?
  18. Hello, i have 0 skill in computer but i'm ready for be tester/player As all people, i have good and bad idea also. --- We could start by definitively setting an overview when we cannot question several major subjects. And work from there. Citizen, i like the citizen but i see too many people against this system Mercenary, which direction to take ? Big cost unit but very good to fight? very fast to train but normal unit ? Just a normal unit with an offset cost on metal ? Outpost differentiation of civilizations, slight or very important? i don't like wikipedia game so please if diffferenciation not by system of debuff/buff some unit. Building/Units etc is better Fight : Buff melee unit ? What a place for the skirmishers More strategy military available , i see a lot of good idea on this forum for more aggressive P2 for example.
  19. select all unit and press H for they stop collect
  20. Yes make more strategy useful. Little siege P2. Champ P2. Mercenary spam P2 Reduce a little power of tower without tech. Good turtle must be expansive. For exemple reduce number of arrow (3-> 1 tower rank 1) (5->3 rank 2) but same capacity of garnison. sentry tower better, but not toxic like A23, fast killable if you put 2 infantery melee on it, you understand what i means? Good for attack and defense. Cav and infantery same recruitment time. =12 second Alpha 25 ? I don't like the possibilty to spam micro for avoid arrow etc. but i don't like the new movement unit system. Many players are rebuffed by this rigid aspect. What do you think about : make a very simple math system with% chance to hit depending on the range for each type of unit. For example totally random numbers Non-champion archers 0-15 meters = 70% hit. Non-champion archers 15-25 = 50% Non-champion archers 25-45 = 25% Non-champion archers 45-max range = 8% ??
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