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Champion cavalry improvements


AInur
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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.

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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).

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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

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  • 1 month later...
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.

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