alre
Balancing Advisors-
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Everything posted by alre
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Fair enough, I guess I couldn't remember the true infantry speed. We will eventually see if archers are still OP or severely UP as I think instead. However, I think camels are still impossible to deal with by units with lesser range, which was the point in question. They can escape anywhere without problems in A25.
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lol. how comes than than camels are broken again, and archers are in a worse position than in A23? I feared that. However, is a tweak of two parameters really something that needs a further RC? well I guess we will catch up in no-skirms TGs.
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changing preferred targets of archers from any organic unit to skirmishers seems like a nice off-the-charts idea to buff archers. I like it, but I don't know how effective that would be, we should make a mod and test it. That would be a very simple mod, but still, I don't think this is the right time to try new ideas. how good was the "OP pop bonus" of persia and maurya in A23? Noone ever played persia, and maurya too were regarded as underdogs. People would complain that archers in general were too weak, and now they are going to be even weaker than then. skirmisher civs are OP in this release candidate, I would bet on it.
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60 massed archers vs 60 skirms properly managed to stay massed as well (avoid slow unwinding), ends with a crushing win by the skirms (26 left).
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I tried again, this time with 60 extremely massed archers against 60 javeliners. javs won again by a small margin (6 left). For the game to be balanced they should have lost bad.
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Yes, at least archer civs retain their pop cap bonus. But they lose to massed skirms despite their superior range, because lower speed compensates for that.
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I only realised yesterday that in A25 different speeds between ranged infantry units were reintroduced. Today I did a combat test on Atlas with 30 archers vs 30 skirmishers. And the skirmishers won. This means that not only skirms will be stronger than archers against melee (as they already were), but they will even be stronger than archers in a direct fight, AND in economy! In other words, archers will be worthless. In fact, there will be 3 factors (that I know of) playing against archers in A25, compared to A23 where they were already used very little: nerfed fortifications, larger arrow spread and more agile cavalry. I thought that the only direct nerf to archers was the larger spread (and, less directly, the changed archer tradition), and I thought it was a very wise decision: balancing trough little steps. Instead they got crippled like never before. This is terrible. Please make ranged infantry speeds equal again.
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there was a bug in A24 that made ships not throw arrows for garrisoned troups sometimes. Do you know about it? Has it been fixed? replays are couples of files that you can find in your personal folder for the game files, they keep the log of what happens in the game so that you can see the replay in the game.
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Sunday 19 CET A25 - Teamgame for testing balance !?
alre replied to MarcusAureliu#s's topic in Announcements / News
yes, and the shorter turns. -
I think that an option for making charging a balanced mechanic would be having people move with randomly different speeds (by a limited degree, not too variable). I've been pushing this idea for some time. This would allow some kills when melee pursues fleeing units, but not all of them. Btw I still think the game would be better without running.
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Sunday 19 CET A25 - Teamgame for testing balance !?
alre replied to MarcusAureliu#s's topic in Announcements / News
Cavalry is much more nimble than before, thanks to the new pathfinder. It stacks in worm-like fast moving columns and reacts faster to orders, also camel archers can more easily evade spear cav, ignoring any chokepoint. They are still quite effective. Will meta still shift towards melee? Something to try next time: archer rushes. -
If you want to see it, you have to download release candidate 3 of A25 (already outdated). so you see how "charging" was.
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lol. no. charging was the fancy name of a bug. It was introduced in the development version of the game a couple of months ago, and it came out some weeks ago. It just got fixed. The replay attached cannot be played with a release version of the game.
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batches of men during booming, single men spam from barracks during battles. In this second case I sometimes use autoqueue (from autociv), but you need to deactivate it as soon as the battle ends, to return training in batches.
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I think what is often overlooked here is the scale of naval battles. Quinquiremes now have a line of sight that is approximately two times the whole lenght of the ship itself, then, there is the dimension of the maps and the seas in the maps, that can only host this many ships before being strategically saturated. So, if we want to differentiate vessels so that there is a satisfactory new balance involving rock-paper-scissors mechanics and such, I don't think that ships this big will do. This is the reason why most RTS have disproportionately little ships. The games I know that do have ships proportional to men, only have one class of warships doing both the fighting and the ferrying.
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if turrets (people on the deck) is implemented for ships, they won't need to turn for attacking with arrows from the marines.
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lol. that's a bireme, isn't it? on a quinquireme it should look a lot nicer.
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Pikemen are not that OP with charging, spears, swords and skirmishers benefit more than them. in the game above my army was mostly skirms, and they were like a vacuum cleaner for enemy troups.
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I don't know, it shifts the balance of the game towards attack, like crazy. A25 will have a very aggressive balance already. If only there was some more strategical limitation to movement of some sort, archers wouldn't be so penalised... (I actually dream of movement penalties given by terrain)
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that's it. very nice. of course a limit is necessary, like 5 spots for a trireme, 10-15 for a quinquireme. if a siege engine is to be considered too, that would make it a lot more interesting, but I don't know if it's currently doable.
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this proposition poses one big problem, which is that many civs don't have ramming vessels. Also, I don't know how satisfactory could be a combat system for 0AD ships that revolves completely around ramming. Not to mention the problem of implementing it.
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I changed my mind, charging is super lulz and should be kept! that was an hilarious game indeed, weirdest I ever played.