chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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Gauls also have it. I said it as an example of how the problem should be addressed (i.e., each unit type should be addressed one by one). I didn't say whether it should or should not change. (I do, however, think melee champ cav all need to change because the only units that can counter them are champ spear, which are way less mobile and therefore can't actually counter them, and other melee champ cav, which most civs don't have). Also, Romans are great and are a very diverse civ. Yeah, champ sword cav are their best unit, but I would argue that is a top 3 unit in the game and one that is OP.
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The problem is cav. I wouldn't mess with inf stats because that will have other knock on effects. Maybe. Would have to test. I would be in favor of it. Sidenote: this would also really help inf vs. archer cav. I am not sure that is a "fix" that needs to happen (as opposed to just have cav be the counter to archer cav), but it is a fix I would like. Very helpful. Thank you. I just don't like the current set up because it makes it difficult to snipe and easy to lose your hero. But this fixes that.
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They are differentiated--they are more expensive, have different armor, attack, health, and speed stats. I honestly, am not a fan of the proposal in its current form. I don't have a problem with cav except that they don't die when they clearly should (i.e., walking straight through a ball of inf with minimal losses) and spear inf don't counter them (i.e., skirm cav can easily out micro inf spear because of speed AND champ, merc, and promoted CS melee cav can easily beat spear inf in a head on fight). I have no problem with skirm cav dmg. EDIT: there are lots of differing opinions, here, which is why I think revisions to cav should be taken on as individual units (i.e., work on champ sword cav first) instead of an overall change to all cav. Very helpful. Thank you.
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Sounds like it has potential. Do we have the coding capabilities to do this, though? I think this is a design question. I don't have a problem with cav dealing with dmg. If what you want is inf to be faster relative to cav then a cav speed nerf does the same thing without the other knock on effects for inf. Both of these would have huge other effects. Namely, a melee buff would impact inf balance and a cav armour nerf would impact cav battles.
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I don’t have any problem with skirm cav other than I don’t think that a small group of skirm should not beat a small group of spear (ie, 5 spear vs. 5 skirm cav with micro shouldn't result in 5 skirm cav surviving) (ie, there should be a speed nerf). Others have said they don’t see a problem with skirm cav too.
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Glad you're beginning to play with more diverse play styles. But what you describe mostly has to do with your skill level and that won't be changed by any of these changes. I suggest you watch some games with high level players to get better and see how units can be used. This is skill level. This is untrue, if used correctly.
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Don't like damage nerf. Don't like inf speed buff (maybe it's needed for other reasons, but its application doesn't make sense here). Would do cav speed bonus instead. One of the most frustrating things with cav is when you "trap" them in a ball of infantry, but the cav still escape with minimal losses. This happens because cav have enough health to survive dealt damage and are fast enough to limit the number of landed hits. Slowing cav down means more hits can be landed on cav. Lower cav's health means those hits do more relative dmg. To start, I would slightly lower cav speed and lower champ melee health (melee champ cav shouldn't be able to fight with impunity against CS spears--otherwise there is no counter for them). I wouldn't change anything else unless cav continue to be a problem.
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suggestions Thread for posting suggestions for Alpha 27.
chrstgtr replied to Lion.Kanzen's topic in General Discussion
Agree. It won’t fix it entirely, but it def helps -
Corrals almost useless in P1 and P2
chrstgtr replied to Player of 0AD's topic in Gameplay Discussion
Fine. Like I said above, I don't care either way. -
Corrals almost useless in P1 and P2
chrstgtr replied to Player of 0AD's topic in Gameplay Discussion
Personally, I like having the option to train animals that produce quicker and cost less, especially in p1. So, I wouldn’t delete all the animal types. Agree on reducing train time. But this will be tricky. I don’t care one way or other on getting rid of phase requirements for animal types. Players usually can’t afford cows in early game. I think we should also experiment with a bigger buff: decreasing the cost of animals and/or increasing the amount of food that each animal let’s you collect. Tying up a bunch of your food in corrals really slows you down in early/mid game. -
suggestions Thread for posting suggestions for Alpha 27.
chrstgtr replied to Lion.Kanzen's topic in General Discussion
Looks pretty to me. For me, the biggest problem with ships has to do with their fighting mechanics and pathfinding. I have zero suggestions for improvement.
