Fabius Posted August 17 Report Share Posted August 17 Definitely agree about the speed reduction, current cavalry is way to fast on screen, you barely get any time to react to their coming and going Quote Link to comment Share on other sites More sharing options...
LienRag Posted August 17 Report Share Posted August 17 On 16/06/2025 at 11:41 PM, TheCJ said: I agree. Melee cavalry needs to be faster than ranged cavalry if its supposed to be a counter. Light melee cavalry needs to be faster than ranged cavalry. FTFY. Ranged cavalry, being light, should certainly be faster than heavy cavalry. If we make disengaging from the enemy quite costly (as it was historically) either in time or in blood (the choice between the two options being made by the player through specific formations), then we can have light cavalry engaging the ranged cavalry and the heavy cavalry coming behind them to finish the job. Is it difficult to implement Charges mechanism with cooldown timer after use ? That would allow even light infantry to somehow counter ranged cavalry, and more so for champion cavalry. Quote Link to comment Share on other sites More sharing options...
LienRag Posted August 17 Report Share Posted August 17 1 hour ago, Fabius said: Definitely agree about the speed reduction, current cavalry is way to fast on screen, you barely get any time to react to their coming and going That should be addressed by specific anti-cavalry formations (again, as it was historically). Quote Link to comment Share on other sites More sharing options...
Fabius Posted August 17 Report Share Posted August 17 15 minutes ago, LienRag said: That should be addressed by specific anti-cavalry formations (again, as it was historically). Formations do not currently confer bonuses, so while that is a nice idea there is currently no method for application in that manner. So until something alters that, bonuses will have to coded onto the units themselves Quote Link to comment Share on other sites More sharing options...
LienRag Posted August 17 Report Share Posted August 17 I wasn't thinking about bonus, but about AI : put the vulnerable units behind melee ones, close gaps, have the fast units engage the cavalry and the strong then come and destroy them. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 7 hours ago Report Share Posted 7 hours ago In the short term, I think we should go with the health nerf for the regular melee champ cav, and for the cataphracts which are so tanky, we can significantly reduce their speed, which will create better differentiation for the cataphracts (possibly also nerf the +100 hp tech for them too). 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 7 hours ago Report Share Posted 7 hours ago 38 minutes ago, real_tabasco_sauce said: In the short term, I think we should go with the health nerf for the regular melee champ cav, and for the cataphracts which are so tanky, we can significantly reduce their speed, which will create better differentiation for the cataphracts (possibly also nerf the +100 hp tech for them too). It's a good idea, they were supposed to tire quickly, couldn't fight for long, and were slow for cavalry. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 5 hours ago Report Share Posted 5 hours ago 1 hour ago, real_tabasco_sauce said: In the short term, I think we should go with the health nerf for the regular melee champ cav Bring back 130 HP champion cavalry, lol. Good changes, thanks. Quote Link to comment Share on other sites More sharing options...
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