chrstgtr
Balancing Advisors-
Posts
1.299 -
Joined
-
Last visited
-
Days Won
28
Everything posted by chrstgtr
-
devs gonna make a new mistake in a26
chrstgtr replied to king reza the great's topic in Gameplay Discussion
150 metal is still way faster than 100 food and 50 wood. 1-food is the slowest gatherer resource 2-it requires upgrades for only one resource type 3-metal mines take a long time to deplete whereas wood is quickly chopped down. As a result, players must build multiple storehouses to always be close to wood while they only need to build two storehouses for metal mines. This means that collecting wood costs resources (the cost to build storehouses), time (the time spent building storehouses), and shuttling time (the amount of time wasted when units walk from the wood to the storehouse). These costs are almost nonexistent for metal. -
devs gonna make a new mistake in a26
chrstgtr replied to king reza the great's topic in Gameplay Discussion
I think making all civs play the same is undesirable. -
How do we install this? It is a .patch file, which I have never seen before. Putting it in the mod folder doesn't work. This will open up some cool new build orders.
-
He wants something that is perfectly fair. Albeit, boring. Bal maps is still essentially mainland with equal res that are randomly distributed.
-
I don't think an extra cav will be that big of a deal in team games, but you're probably right for 1v1s. I'm not sure I understand. Do you mean Persia would start with 2 cav, 1 spear, 2 archers, and 4 women? I tested that a little bit and it seems fine at first glance. It does seem like it will create some unique build orders, which I think is your goal and would be nice. It also creates a nice defense tradeoff like you mention.
-
I already said I'm talking about team games. In team games, 2 cav isn’t enough to do an effective rush, especially if you are in the pocket. No one, especially pockets, will fear a rush just because there is a Persia on the enemy team. If there are extra berries, you’ll definitely be faster with a normal start. If there are no extra hunt/berries, you’re faster with a normal start. If hunt is hard to get (because it is spread out, limited, and/or far from the CC) then you’re better with a normal start. In a situation where there is good, easy hunt then you’ll be basically the same speed unless you want to rush, I’m which case you’ll be slightly faster. My point is: the proposal takes a slow civ and the makes it slower in the majority of situations. This does not mean that you can’t have two cav at the start, though. If you want two cav units at the start, you can easily modify the proposal to give an extra cav unit at the start (like how Maurya has an ele and Kush has a healer). This alternative will open up other build orders and doesn’t risk making Persia’s boom very slow.
-
What do you do after you run out of chicken and there is no extra hunt? The standard four women is much, much faster because it is already has women on berries and already has the berry tech with no wasted units. It is how you are set up for the future. The regular build gets you there faster with no waste and waste and there is no drag moving forward. The regular build also gives you the flexibility to build an extra cav unit at the start and not be any slower because of it. This starting configuration is just going to be slower.
-
If you want to do something like that, I would just give one extra horse (like how kush gets a healer at the start) and keep the starting 4 women. Unless there is good hunt, the proposal will really slow down Persia's boom, which is already slow. For reference, a simple test shows that the proposal will result cause to already being 20 seconds slower at 20 pop (and that one extra cav unit will be a drag on the boom). With the proposal, I suspect no one would ever play Persia in team games because they would be too slow. In other words, 4 starting women and 1 cav can make an extra cav unit and still be about 20 seconds faster by the 20 pop mark. So 4 starting women is always superior. If there isn't extra hunt (i.e., no need to make a second cav unit, then 4 starting women will become much, much faster
-
The more I think about this, the more I like the idea. I like the idea of a roving siege unit that can be a CC killer. But I'm really unsure if the values are right--in particular, I am concerned it can't be countered by other cav. But I'd like to test it out in a game if anyone else is willing.
-
As I’ve said before, Persia can easily have both sword and axe cav. In my opinion it should have both. Replacement isn’t evolution. It’s just creating something different than before. And, different can be better or worse.
-
Based on that logic then you shouldn’t change anything since you haven’t done any tests. By my count, only 2 people (including you) have said they want this. Several have expressed concern. In fact, as many people have proposed an alternative of just giving Persia sword cav. Again, it’s not hard to imagine a player massing 15-20 of axe cav early in p1 and being able to wipe out an entire enemy’s men and CC. If men are wiped out then those 15-20 axe cav can destroy a CC and eliminate a player by the 8 min mark. It will be particularly possible because axe cav use metal, which isn’t in demand in p1 and can be easily donated by allies. To demonstrate how this is possible, Vali has shown how merc axe inf can destroy CCs in p2 despite requiring multiple special buildings and reaching p2. None of those obstacles will be required in this proposal. The proposal doesn't even sound like good game design. By your sown admission, axe cav aren’t good in p2 and p3. Axe cav are also designed to be good at taking down buildings. Why should we make a unit available in p1 that specializes in taking down buildings? Why should we make CCs vulnerable when they have the least units to defend themselves and players are least able to recover?
-
That’s the point. Saying archers can’t escape charging javs is like saying inf can’t escape charging cav. Speed and higher DPS is the jav advantage. Range is the archer advantage What you suggest would cause the same problem for skirms relative to slings. All range units having the same speed was a big part of the problem with a24. There are a ton of ways to boost archers. This would probably be the last way I do it.
-
I had imagined something like (1) select all units you want to control; (2) while the units from (1) are selected, hold some button like the letter A and simultaneously double click an enemy unit type to attack. Then the units would work within their stances to attack the units that they would be able to otherwise attack if they ignore all other enemy unit types
-
I haven't had a chance to play a game with the mod. I'll abstain until I get a chance to play
-
This should happen regardless. Persia was always meant to be a “cav” civ with the full array of options.
-
I already said this. And it doesn't even need to be a 2v1. One player can easily do it by themselves if they get slightly boosted. It’s not hard to imagine a player getting boosted early and getting enough axe cav to destroy CCs at min 5 when there are hardly any men to defend. Putting all cav into p1 is very concerning. It would be like @Dizaka merc cav rushes this alpha except there would be cheaper, not have a phasing requirement, would come 3 minutes earlier when there are fewer defenders, and the result would be a loss of a CC, which would be gg for that player
-
Some of these changes won’t be noticeable to the average player. And if this exercise is done for all civs then the traditional spear/archer/sword/skirm/etc. stats will become meaningless because too many civs will have one off special stat adjustments. I would want something that is easier to understand so each unit type is same across civs. Different unit types will be different even if they are similar (for example, pikes and spears are pretty similar to each other but we all understand how they are different). Making a system where a Persian spear is different from a Athens spear, which is different from a Brit spear, which is different from a Roman spear, will very quickly create a complicated system that can’t be easily understood. This is fine. Perhaps the "Archery Tradition" tech should unlock this (instead of what it currently does, but I forget what it currently does lol Agree. Just make a tech. This would essentially be like the hoplite tradition for Sparta/Athens but with a focus on promotion/performance instead of promotion/train time. I like that slight twist. Sounds good Do it through a tech or make it a different unit type. I would lean towards a tech so that the player has the choice on what to do. Also, what you describe is pretty similar to how pikes will function in the next alpha. The main difference will be that Persian spears will be faster. Not sure that makes sense historically because this will probably mean that Persia gets the best of pikes (armor) and spears (speed) which will give them one of the better inf melee units. That might be good, but it seems misplaced with Persia being the civ to get that I don’t care about the woman change. Do that if you think that’ll be cool. I’m a little concerned about this. This will lead to more “cameling” rushes with the archer cav Can’t axe cav destroy CCs quickly (currently or as proposed)? That could be very difficult to counter in p1 which will lead to a lot of early GGs maybe it best to just keep the same roster from the stables (jav and spear) Yes
-
The balancing team's job is to balance. The balancing team isn't in charge of determining what is interesting of desirable. Anyone can express interest or support for a new feature. For this particular feature, no one has expressed interest or support. It's a waste of time for the balancing team to weigh in on every proposal because half of the tickets basically only receive support from the patch's author. With that said, three people besides the patch's creator have substantively commented on the patch. Two of those three, including myself, are part of the balancing team. All three have expressed skepticism about the proposal. One person said that the proposal likely won't actually add anything because it will be a useless unit. New features are great. But is anyone excited about trumpeters? No, because it was a new unit that didn't actually add anything. It appears that the proposal simply doesn't have support.
-
It's only been two days... Honestly, a lot of time there is silence it is because there isn't a lot of enthusiasm for the proposed change and the balance team only speaks up once it appears that a patch a legs. I suspect that may be the case here because no one (balancing team or otherwise) have expressed any interest in the proposed patch being implemented.
-
suggestions Thread for posting suggestions for Alpha 27.
chrstgtr replied to Lion.Kanzen's topic in General Discussion
Because merc cav are imbalanced. It is well known. Discussing walls distracts from the actual problem--that merc cav are just broken Edit: if you are asking why they are broken--it is because they're so cheap and easy to spam. There is a ticket for that that was committed. We'll see if it goes far enough. -
suggestions Thread for posting suggestions for Alpha 27.
chrstgtr replied to Lion.Kanzen's topic in General Discussion
Or just balance the cav...If cav are too strong in the open fields that is still a problem. The discussed solution does nothing to solve that
