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Everything posted by Yekaterina
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Why aren't players with multiple accounts banned?
Yekaterina replied to 1123456's topic in General Discussion
İn A25, abusing OP units and imbalanced map generation are greater threats to balance than smurfs, unless the smurf is much much better than your average player there. -
Why aren't players with multiple accounts banned?
Yekaterina replied to 1123456's topic in General Discussion
The solution is name the title of your game "TG 1350+" to filter out noobs and smurfs. If they join, put them to spec. Furthermore you can disable the player auto assign function in settings. Since no one is reporting smurfs, maybe you can make a start by listing here the names of smurfs who ruined your game. But be careful, some very old players have no rating and play very occasionally, although they are very talented at RTS games. Other people may have underestimated themselves when reporting rating. -
In my opionion, having both the chariot and the cav archer is fine. It doesn't hurt your gameplay or balance, meanwhile it keeps singleplayers and noobs entertained. Furthermore, it helps with the 'civ differentiation' argument. In the future we can give some additional features to the chariots, for example, tramping enemy soldiers, slashing units close to it.
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I would argue that Romans are still a very strong civ now, due to their entrenched camps, champions and the combat related heroes. On top of that, their infantry have a -10% train time bonus which is invaluable. Their weakness is lack of slingers and archers - not able to fight at long range, although you can mitigate it by using boltshooters. The same applies for Spartans.
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I didn't go into the lobby or check the forum for 3 months, then today I misclicked on a browser link and came onto the forum I wonder what people's reaction will be when I return... if anyone still remembers who I am....
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Summary of attendance at the Stunfest 2022
Yekaterina replied to Stan`'s topic in Announcements / News
What are you working on now? Only Britain is my home. -
Summary of attendance at the Stunfest 2022
Yekaterina replied to Stan`'s topic in Announcements / News
I was bored and sick and tired of arguing and playing imba games and OP unit abuse in the lobby. And all those smurf arguments. So I decided to quit this game and enjoy my life while I still can. But what's more boring is spending a summer holiday in Luxembourg locked up in a small flat. I can use this as an excuse to go deeper into France for some entertainment. -
Some feedbacks: Can't see hosted games in the lobby Ratings don't work Added graphics settings = good. Han-Specific: Magonels are powerful and accurate - good. Crossbow infantry is useless - bad Economy is amazing with the Han, especially their farming: 41 farmers on only level 1 farming upgrade could sustain unit spam. The civic centre's footprint is a lot larger than it's actual size, so there are bands surrounding the main building where you can't build anything. This is a bit confusing when you are building fields around the CC. Storehouses look too similar to civilian houses, which in turn looks identical to farmsteads. (No problem, can be resolved by StarGUI) Imperial Academy??? I would recommend decreasing their price or move some champions to barracks as the Han really needs champions. Sun Tzu's Art of war tech is too expensive.
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Summary of attendance at the Stunfest 2022
Yekaterina replied to Stan`'s topic in Announcements / News
@Stan` do you know the exact address? It's not too far from me so I can go there and take a look (the timing is also summer holiday for me, parfait). But of course, if I am allowed to go there. -
Don't touch archers for now, play A26 for a few months then give your opinions. @Sevda stop dancing
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Agreed. Carthage already has javelin cavalry and Iberian infantry mercenaries. The troubled ones are Mauryas and Han: they have no mercenary units and no infantry javlins. So I suggest give Mauryas a mercenary skirmisher unit or a citizen one, then let Han have either a mercenary skirmisher or Babarian Javlin Auxiliary.
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I have been archer harassed in some 1v1s by Mauryans. Even though I was Ptolemies, there is no way of leaving a skirmish without taking hits because the archers always outrange you and can chase you safely when you want to retreat. I also use archers to hit enemy units hiding behind many structures or pathfinding difficulties. I find archers very useful, although I wouldn't spam them as my staple ranged output.
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Pikeman are incredibly OP at absorbing damage... this is why Ptolemies are OP but Athenians are not. So I think the pikeman did play a significant role in this, especially with the correct composition and the enmy not using pikeman. To snipe units effectively, do experiments in Atlas Editor to see exactly how man arrows you need to kill 1 ranged unit, then divide archers into groups of this size and set them on separate control groups to use as snipers. Furthermore, SaidRdz is a very good player so I would expect him to roll with anything. Personally I use archers to snipe any enemy unit which deviated from their main ranks, for example if they are trying to dance or if their army was distracted by my dancers.
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I am not suggesting to play all ranged units in the same way. Archers should be used to harass or demoralise the enemy from a very long distance away, hence the additional range. The second use is to snipe enemy ranged units in a big battle while reducing pathfinder inefficiencies for of your melee and skirmishers. But, they should not be able to escape from skirmishers or slingers to prevent A24 from returning.
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Batch Training (The Good, The Bad and The Ugly)
Yekaterina replied to Micfild's topic in Gameplay Discussion
In most cases it isn't, unless you are racing against time to get units out very early. For example, doing a very early cavalry rush: autotrain will give you an eco advantage but the 6 women allows cavalry to be produced earlier to threaten the enemy more. Correct I am not sure if spamming women just to get rid of your extra food is necessary; if your batch size is less than 27 you will still lose out to autotrain while floating food. Just let it float or research mining techs or perhaps switch to cavalry? In late game, floating food is very good because most people consume more food than they can produce in late game, especially if there are sustained raids. -
I agree with @chrstgtr's view here, speed buff is not the most appropriate way to buff archers. There are better buffs: Increase their damage slightly Increase their range to maybe 65 or 70 metres Give them a 1.1x counter against cavalry.
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I find archers quite good at defending against cavalry rush. In early game you would have roughtly 8 archers and 2 spearmen. Immediately attack move the archers as soon as you see enemy cavalry coming, then move the 2 spearmen forwards between your archer and the javlin cavalry, then start dancing. if the cav are coming through the woods then they have already take quite a few hits and they will take more hits when they try to escape, so it's a suicide for the cav player. Don't underestimate how well archers counter javlin cavalry. Similar story would apply for a pure javlin infantry rush, but if the enemy has javlin+ spear or slinger + spear then you have no chance.
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Their use is sniping units from a long range, which is much more effective in real game than in scenario editors. For example, if a team of javlineers and archers are fighting in a woodline, the javlineers will have to dodge the trees (makes path longer) then try to squeeze themselves in at the correct range. The archers can land many more hits in advance and the geometry always favours long ranged units. Even on flat ground, 60 skirmishers + 10 archers can beat 70 pure skirmishers, because the archers can just separate themselves from the skirmisher mass instead of wasting time pathfinding around each other, so archers are useful. However, pure archer spam will always result in failure.
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No, because the archers will be able to fire, retreat then fire again. There will be no counter.