real_tabasco_sauce Posted yesterday at 20:00 Report Share Posted yesterday at 20:00 i'm going to go ahead and do 3x counter. Anything else to do in the near term? Quote Link to comment Share on other sites More sharing options...
Arup Posted yesterday at 20:23 Report Share Posted yesterday at 20:23 @real_tabasco_sauce slow down all cavalry. it doesn't make sense to think armored cav is so much faster than human fighter. I am pretty sure the speed difference is not realistic. Look at historical patch for suggestions and specifica 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted yesterday at 21:25 Report Share Posted yesterday at 21:25 (edited) 1 hour ago, real_tabasco_sauce said: i'm going to go ahead and do 3x counter. Anything else to do in the near term? Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue. Edited yesterday at 21:28 by chrstgtr 1 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted yesterday at 21:40 Report Share Posted yesterday at 21:40 1 hour ago, real_tabasco_sauce said: i'm going to go ahead and do 3x counter. Anything else to do in the near term? 3x for whom against whom? Ideally inf spear and inf pike get giant counter against champion cav, like 3x 4x 5x But spear cav shouldn't counter other cavs at this rate, otherwise you are basically banning all cav strategies as soon as someone makes a few spear cav. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted yesterday at 22:51 Report Share Posted yesterday at 22:51 3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future. 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted 21 hours ago Report Share Posted 21 hours ago (edited) 3 hours ago, real_tabasco_sauce said: 3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future. Sounds good. I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary. Edited 21 hours ago by chrstgtr 1 Quote Link to comment Share on other sites More sharing options...
Arup Posted 19 hours ago Report Share Posted 19 hours ago 2 hours ago, chrstgtr said: I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary. yes, I think 3x might be overkill too, but we gotta test first haha Quote Link to comment Share on other sites More sharing options...
Atrik Posted 18 hours ago Report Share Posted 18 hours ago 37 minutes ago, Arup said: yes, I think 3x might be overkill too, but we gotta test first haha It's x3 from existing x2.5. x3 inf polearms vs cav and x2 spear cav vs cavs were the a26 values and cavs, especially champ cavs, where still op, just not as much as now. Quote Link to comment Share on other sites More sharing options...
Atrik Posted 17 hours ago Report Share Posted 17 hours ago Basically I think what would be nice is to have cavs used for their mobility, and not a unit that will always be the best suited in all situations as main core troop. To keep melee cav skirmishing still possible they need to have mobility, but being less effective then infantry to fight as front-lines. Restoring x2 spear cav vs cav would also make them a good choice when needing to counter ranged cavs. Strong counters is a easy way to make units more balanced overall because one player can... counter... any unit "abused" by it's opponent. 1 Quote Link to comment Share on other sites More sharing options...
Arup Posted 14 hours ago Report Share Posted 14 hours ago okay then, why was it reduced in the first place from 3x? Quote Link to comment Share on other sites More sharing options...
Atrik Posted 13 hours ago Report Share Posted 13 hours ago (edited) 52 minutes ago, Arup said: okay then, why was it reduced in the first place from 3x? Because after melee re-balance, melees were killing other melees faster. For spear inf vs cav, this is even more visible because of this damage multiplier. But note : The melee re-balance didn't change relative strengths* of inf spears vs cavs, it just made fights happens faster So the following reduction of inf counter was a net nerf, which tipped off the balance in favor of melee cav * However in army with mixed compositions, inf spears became more impactful as they were before since the % of dps dealt by them was increased. Now that we identified the above, we can discuss if units dying faster is desirable, and if not, how to mitigate it without inadvertently breaking unit balance. About that my take on this is that it's not bad to have faster paced slaughters when a player miss-micro cavalry, as cavalry are already pretty hard to catch: It seems preferable to keep cavalry stats and mobility high but not too fail safe Then the opposite : make cavalry more normalized with infantry (slower movement, lower stats...) Edited 13 hours ago by Atrik Quote Link to comment Share on other sites More sharing options...
Seleucids Posted 10 hours ago Report Share Posted 10 hours ago 2 hours ago, Atrik said: It seems preferable to keep cavalry stats and mobility high but not too fail safe I prefer this. We make cav because we want speed. Otherwise, who would do cav when inf is cheaper and more useful as workers? 2 hours ago, Atrik said: units dying faster is desirable Definitely not. Units die too fast now and we just see people getting vapourised. 2v1 or bad fight = instant death -> more demanding on good ally and pocket -> less tolerance and more toxicity -> more DoctorOrgans behaviour + exclusion of newer players @real_tabasco_sauce please reconsider the bonus on spear cav against other cavs. The issue is, most civs don't have spear cav. So as soon as someone makes a dozen spear cav, these civs Gaul, Brits, Athen, Maury, Sele are banned from using cav (unless they spam spear champs in P3). Is this what we want? Suggestion: due to the special nature of spear cav, we should give every civ a counter unit, e.g. fanatic, or just give every civ a spear cav option. 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 10 hours ago Report Share Posted 10 hours ago I believe the best way to balance cavalry is to eliminate the "blending in" or stacking of units on top of each other. In other words, make the unit collision work as it should. This would make it impossible to have a 30 spear cavalry death ball in just one tile. It will also nerf the range advantage that some champion spear cavalry currently has. 1 Quote Link to comment Share on other sites More sharing options...
BeTe Posted 10 hours ago Report Share Posted 10 hours ago Quote we can discuss if units dying faster is desirable, and if not, how to mitigate it without inadvertently breaking unit balance. I like this strategical discussion. It's important to clarify what "we" want before you/we do any changes. Regarding this, my opinion is that more durable and fewer units on the battlefield what makes good RTS. More micro abilities not just Attack move and few target-fire clicks... It seems 0AD is too spamy now. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 9 hours ago Report Share Posted 9 hours ago 1 hour ago, Seleucids said: @real_tabasco_sauce please reconsider the bonus on spear cav against other cavs. I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t. 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted 9 hours ago Report Share Posted 9 hours ago 40 minutes ago, BeTe said: It's important to clarify what "we" want As you can see from this thread, a consensus will never happen as for the solutions 47 minutes ago, BeTe said: you/we do any changes. @real_tabasco_sauce makes the all the balancing PRs that get approved by the team atm. So rly it's almost about convincing him. 49 minutes ago, BeTe said: It seems 0AD is too spamy now. With current production stats (cost, prod time..) more durable units actually makes the game feel more spamy. This because there are much more situation where both sides can sustain sending troops on the front-line, replacing dying units by new one for a long while. Since melee re-balance, this happens more rarely, as battles tend to play out slightly faster. I'll maintain that it did have a positive impact on the gameplay, also because it put less importance on sniping making other things matter more. 1 1 Quote Link to comment Share on other sites More sharing options...
TheCJ Posted 4 hours ago Report Share Posted 4 hours ago 5 hours ago, Seleucids said: We make cav because we want speed. but do they have to be twice as fast? wouldnt 1.5× or even 1.3× as fast be fast enough? 5 hours ago, Seleucids said: due to the special nature of spear cav, we should give every civ a counter unit, e.g. fanatic, or just give every civ a spear cav option. I feel like this would be an unnecessary "unification" of playstyles across different civs. A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary. 3 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 4 hours ago Report Share Posted 4 hours ago 13 minutes ago, TheCJ said: A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary. Yes, this is what is needed. Options. Cavalry can raid well, but it should 100% die to spears. At least, it shouldn't be cost-effective at killing it's supposed counter unit. Quote Link to comment Share on other sites More sharing options...
Atrik Posted 2 hours ago Report Share Posted 2 hours ago (edited) 1 hour ago, TheCJ said: wouldnt 1.5× or even 1.3× as fast be fast enough? Ranged cavalry are already within that range (x1.3-x1.6 of inf equivalent) melee cavalry have more and I feel it is smart gameplay-wise as melee cav intuitively can be used to: engage backlines be able to counter ranged cavs raid with comparable effectiveness as skirmisher cavs. All 3 scenarios require melee cavalry to have this additional speed. Edited 2 hours ago by Atrik 1 Quote Link to comment Share on other sites More sharing options...
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