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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. There are some cases where they help, but I generally don't use them. An example is: your skirmishers are being rushed from the side by javelin cavalry, so your melee are no longer magnetically attracting all their fire. In this case you choose "box" to bring the melee to form a ring around your ranged units which temporarily makes them invincible (so long as the melee are alive).
  2. From the graph, the reduction in production happened in 2020 and that was before Biden entered office, and I guess it was due to the pandemic's first outburst in the USA in March 2020.
  3. Keep in mind that Biden was cancelling lease sales of public lands and stopping development of future oil and gas production. I don't think it resulted in the shutting off of any oil or gas production in the USA.
  4. I agree, the armor is the problem. Swordcavalry should not be superior in every way except barely losing to spearcav. The best way to fix the discrepancy between spearcav and swordcav is to let swordcav keep the high damage, but reduce their armor. This way, spearcav will defeat swordcav more convincingly and spearcav will be more survivable, but not as lethal as swordcav.
  5. Would it make sense from a gameplay or historical sense if these units could be trained faster than normal? Also, would they cost food/wood or would they be like mercs as @Dakara said I feel this could give rise to some interesting fights. I like this idea quite a bit.
  6. Kushites have quite a few powerful things like good cavalry and cheap elephants, not to mention the possibility of training rank 3 healers. I think their main challenge is that CS archers are pretty bad this alpha. my favorite thing of theirs is the club men mercenary that I fail so much at using.
  7. Usually instead of deleting units I just try to fight with about 100-120 of them, leaving enough eco-units to retrain into champions or cav when those units die. This way I fight well enough with CS army and I don't waste as much time trying to reach champion before my first big fight. Iber is fantastic at this because it is possible to be training indibil while your units are fighting right after finishing fort, and the first wave of champions can be made from leftover or bartered res as soon as indibil is trained. One thing that really can beat this is if someone knows what I am up to and goes all in (150 units +siege). Seleucids are great at the "15 min all in", but also have great champion options if the engagement reaches a stalemate. In a25 I have noticed a lot of accidental double clicks, when I mean to do a single. I thought it was just me and my crap keyboard.
  8. I don't use healers in most games, but it seems that healing melee is the best. +x hp per second is more valuable for high armor units because each of their health points is harder to deplete. Healers are snipable because they are so weak, but then they also flee when attacked so it would be dangerous for someone to fail the healer snipe if there were athenian hoplites in front of it. Also, it does not make sense to heal ranged units because the fight is lost by whoever loses their melee units first. Winning with athens kind of a flex (at least in TG).
  9. Yea @Lion.Kanzen Daut seems to be picking up on AoE4 very quickly. Did you see his video where he was delhi and rushed out 2 towered war elephants? AoE4 has a lot of geat game design, but I feel they went backward in more than a few ways.
  10. How sexist XD. Cancel culture strikes yet again. I think my kush club fails are pretty high on the dumb burrito list.
  11. No, that is a large overgeneralization from what I wrote. If an ally is cooperating and communicating, then I have a lot of fun working together to beat the other team.
  12. Ah that does make sense, however, it is sometimes possible for an enemy to change formations and swivel the pikes to the best spot. If they are surrounded, the best one would be box because it puts the pikes all along the outside perimeter of the box.
  13. @Dakara yes I think it is most noticeable with the merc cav from carth. An easy strategy with them is to attack the CS eco of a noob on enemy team for the purpose of ranking up the units before passing on to a better player who you can beat much more easily now that you are rank 3 while he is rank 1. Another frustrating situation is when an ally loses to an enemy army with a KD of .05 and now you must fight a full rank 3 army.
  14. I heard that ranking up is much stronger for melee units than ranged units. In previous alphas this was not a problem because melee units were less important. I think being rank 3 would not be as much of a problem for snowballing if there were other ways to reach rank 2/3, such as making garrison-training faster, or allowing training of rank 2/3 units for a higher price. (if you go to the "all civs are my favorite" discussion, there is a lot of debate about this).
  15. I like how the flat hills with the cc's on them are grouped and combined by team, so that there are many ways up, but that team members can easily move to each other's bases. Nice work!
  16. This guy's youtube is great in my opinion, he has some very convincing graphics and explanations.
  17. @Philip the Swaggerless I actually watched the game where you countered mass (40+) iber fire cav with your own CS Persian cavlalry. I am very impressed you managed this, and I have not seen someone else do it before or since. I think a key factor is that your enemy ignored warnings (previous engagements) to make more spearcav in his cavalry composition and eventually you trapped him and he lost all the champs. It is my observation that Iber is the "easiest" cavalry civilization because of a fast boom, -15% unit cost hero, and powerful and survivable champions. However, there are other civilizations like Persians and Gauls that have better heroes to accompany their cavalry (Kurush and Vercingetorix), so iber cav will be very dominant unless another player is able to make their own well-upgraded CS cavalry with maybe a few champions. Also, Persians have hyrcanian cavalry which could be able to raid iber farmers which are usually protected by wall. (hyrcanian cav can be doing 3+ crush per 1 second to buildings) so they can bust the wall pretty easily and idle the farmers, which can help stop firecav spam.
  18. My only concern with the "attack-group" option is that it could make it too east to ignore pikemen in that group, I want to allow the other player to do some kind of micro to try to avoid it. For example, if you used attack group your enemy would continue to have his pikemen be ignored even after they are mixed back into the army, which would be quite frustrating. I think it is ok if attack-ground can result in the ranged units shooting at nothing, because in a big battle, when this feature would be most useful, the player is already watching, making sure they are not losing too many units/ responding to enemy battle tactics. @wowgetoffyourcellphone do you know how I could test that bit of code that already exists for attack-ground? I have no idea how. If @real_tabasco_sauce and I were able to each get it to work, we could test it in different larger scale scenarios to see if it is useful, behaves as expected, or helps unit balance. While AoE4 has almost no battle behavior optimization to be done by the player, 0ad could improve in that area.
  19. I think since it has better armor and better attack it is quite op. It has substantially more armor than any other cavalry unit. Only the seleucid +2 armor (hero) boosted champion cavalry can equal them, and that is without a roman cav hero. I think it would be best to reduce champion swordcav armor to below that of champion spearcavalry, and leave their attack damage the way it is in a25 I am not sure about this one yet, right now I am more in support of reducing pierce armor and/or travel speed by a level to make them more vulnerable. I think a better way to reduce damage would be eliminating fire damage to units. It is true, players with pikemen do not always win, but they do have a huge advantage over those with spears. Most frustrating is that 10-15 pikemen can make 50+ ranged units invulnerable for as long as there are pikes. I think we need to break the "melee units die first" forced fighting trend by adding attack-ground or attack area, I think pikes would still be quite powerful after this is added, but players would have more ways of working around them, and also battles would be more interesting overall, with no one class of unit necessarily dying first. I am trying to test the attack-ground thing this weekend, but to be honest I have no idea how to do that.
  20. That is an interesting way to spell "carthaginian merc cav" But seriously best units for general winning- pikemen (when in combination with other ranged units) merc swordcav iber champ cavalry consular bodyguard the bottom three are considerably more overpowered, but they are less universal and or require an economic process to reach.
  21. Yekaterina yes swordsmen do counter pikes the best, but they will still lose their melee units first against pike/skirm or pike/sling (unless equal numbers of skiri, which is a different ball game). Cav do provide other options to beat the composition.
  22. Yes, this is the best way to kill the slingers, keep in mind though that you need to kill each individual one because the archers will go back to killing pikes. It becomes untenable to do this after units reach more than 20-30 in number. If you have a larger army, focus firing will not be effective, but it can be possible to maneuver units to ignore the pikemen, but your opponent can adjust pretty easily by choosing box formation. Its an astounding prediction XD. Does this mean you agree and have heard enough of me, or that you disagree and it should not be added? I will try to test the existing thing this weekend, but I am computer ultranub and will probably fail.
  23. @Huffman3829Another idea would be to watch the replay and see if the archer spammer has a much bigger pop and or eco than you. If they do, then it will be hard to muster any kind of army that can match.
  24. @Grapjas, the mod looks awesome. I have long been against ammo system but the way you have implemented it seems quite reasonable. I like the ram/unit interactions as well as charging mechanic. I wonder if some units could be given more charge damage than others as a way to differentiate them. I can also try to test it this weekend.
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