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Suggestion to improve Kushites


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On 23/05/2025 at 6:12 PM, Barcodes said:

i mean the whole point of your base is to defend it as much as possible, if the radius applied anywhere then yeah that would be OP but since it would only be within territory that would be fine

Yes that nice idea. The range is annoying to check for use at this moment

and the new range for big temple seems good. the 40 meters was a joke du to the circle 

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On 23/05/2025 at 4:34 PM, Seleucids said:

 

Mauryas is truly weak unless you spam elephants. They also need 10% pop. We can just let The other civs have more or less pop bonus. Not 10%, but like 5% or 2%

If we change the 3th heroe of Maurya and we imagine some little change maybe we can remove the 10% POP. For example :

-Maurya can build the building for train heroe in P2. in that way they have a better boom with discount tech and time reseach. Or they can use the other heroes for other strategy.

-The 3th heroe we give something related to armor or attack damage. But the unit is still on foot for increase the infantery army option.  +2 armor infantery or 20% attack damage in circle for infantery.

They do not depend on stone.(bad on some map but good in basic map, focus more on wood tech)

The place keep the territory, that unique. And the worker elefant too. Btw the food collect rate for cav is too op, we should nerf it a lot. 5x is incredible. We should have X2 for all units. No reason a cav collect faster, the unit is already faster.

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3 hours ago, Dakara said:

If we change the 3th heroe of Maurya and we imagine some little change maybe we can remove the 10% POP. For example :

-Maurya can build the building for train heroe in P2. in that way they have a better boom with discount tech and time reseach. Or they can use the other heroes for other strategy.

-The 3th heroe we give something related to armor or attack damage. But the unit is still on foot for increase the infantery army option.  +2 armor infantery or 20% attack damage in circle for infantery.

They do not depend on stone.(bad on some map but good in basic map, focus more on wood tech)

The place keep the territory, that unique. And the worker elefant too. Btw the food collect rate for cav is too op, we should nerf it a lot. 5x is incredible. We should have X2 for all units. No reason a cav collect faster, the unit is already faster.

come back to historcal and suggest these thigns :)

cav food rate was nerfed to 3, while infantry increased to 3 :)  Why can a man on a horse gather food faster than a man on foot!? The biggest difference of course is cav can carry 20 vs 10 and walks faster.

Which hero do you want to replace?

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Well near term a solution could be to reduce repeat time and damage or instead decrease accuracy and increase damage.

long term, I have a PR to decrease overkill in the innate unit behavior but it’s got some issues related to OOS right now.

theres also the box targeting thing but I’m not sure how I feel about introducing a new mechanic just to combat overkill.

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4 hours ago, real_tabasco_sauce said:

Well near term a solution could be to reduce fire rate and damage or instead decrease accuracy and increase damage.

long term, I have a PR to decrease overkill in the innate unit behavior but it’s got some issues related to OOS right now.

theres also the box targeting thing but I’m not sure how I feel about introducing a new mechanic just to combat overkill.

Hmm ok, 

wait reduce fire rate meaning less time inbetween or reduce it even slower? reducing it slower u wouldn't want to decrease dmg?

i think accuracy, they should still probably be most accurate ranged weapon, but i guess things to think about and play around with.

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53 minutes ago, real_tabasco_sauce said:

Meant to say repeat time, not fire rate, fixed it.

yeah, we tried that a little, but then decided to go back up because its kinda nice to be able to differentiate between the range repeats and what not so they aren't all the same.

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