Karamel Posted October 22, 2015 Report Share Posted October 22, 2015 According to unit roles (see http://wildfiregames.com/forum/index.php?showtopic=20103) here is how I think which class could counter which other, depending on the situation of course. Note that this takes running and charging in account for a future implementation (and not just damage/range/armor/cost).It will also vary a bit if some units have different strengths and weaknesses in different civilization, but the general counter should remain the same not to get lost (thus it would be more or less effective).In short (but with some exception)ranged > melee infantryCavalry > ranged infantryRange with melee cover > cavalryThen we have short/medium/long range melee infantry (being individual, small group, pack figthers respectively)Short/medium/long range infantry (shorter = easier to cover but easily outranged)Light/heavy cavalry (mobility vs durability)SpearmenWith medium range, they can fight in two rows, giving them more power when in tight formation.Generally, strength and durability is given when in formation but decreases their speed (thus more prone to hit'n run), less strength and durability when individual (thus more prone to melee fight)Counters:Swordmen when in formation, using outnumbering in fightingCavalry but not that muchCountered by:Swordmen when dispersed (losing their outnumbering effect)Ranged units by hit'n runnnigElephant, just being crushedPikemenWith long range, they can fight even more than spearmen when in tight formation. The counter scheme is roughfly the same.Counters:Swordmen, spearmen when in formation, using outnumbering in fightingCavalryCountered by:Swordmen and spearmen when dispersedRanged units by hit'n runningElephant if not being carefullSwordmenWith short melee range, they are the best individual fighters.Counters:Individual melee unitsCountered by:CavalryArchers (see archers counter)ElephantJavelinistsShort range hit'n run specialistCounters:Spear and pikemen, by forcing to disrupt, or even just killing them in place while hit'n runningJavelin cavalry with their speed advantage not being useable (and being less cost/efficient)Elephant with target spreadingCountered by:Light and heavy cavalry if uncovered (very short distance to run)Covered archers and slingers by not getting in rangeArchersLong range troopCounters:Disrupted infantry (be it spear and pikes not in tight formation or swordmen not in testudo)Countered by:Slingers if massed (outrange)Cavalry when uncovered (by reducing their range advantage)Siege, almost ineffectiveSlingersLong anti-mass troopCounters:Massed infantryBetter against siege than archers, but not skirmishers (otherwise mini siege > siege)Early defenses before siege weaponsCountered by:Cavalry when uncoveredHeavy cavalry(read spear cav)Counters:Everything in one on one (except elephant), not that much for siegeCountered by:A few pikemen, a bit more spearmenJavelin cavalry by hit'n runningElephantSkirmishers, archers, slingers (in that order) if they are well coveredLight cavalry(read sword cavalry)Counters:Uncovered siegeRanged units if not well coveredCan't be hit'n run by javelin cavalryCountered by:Spearmen, pikemenSkirmishers, archers, slingers (in that order) if they are well covered, but less than heavy cavJavelin cavalryFast hit'n run troop, close to infantry javelinist except for cavalry.Counters:Spear and pikemen, by disrupting them, or even just killing in hit'n runElephant with target spreading and hit'n runCountered by:Javelinist by being less cost/efficientLight cavalry if fighting itArcher cavalryLong range cavalryCounters:Everything that can't get in range (melee infantry, javelinists)Countered by:Everything that can get in range (archers, slingers, light cavalry, javelin cavalry)Almost ineffective against siegeElephantThat mastodontCounters:All melee units (less for pikemen)SiegeCountered by:Javelinists, javelin cavalry (good)Archers, archer cavalry (medium)Slingers (somehow) 4 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2015 Report Share Posted October 22, 2015 I Agree Quote Link to comment Share on other sites More sharing options...
av93 Posted October 29, 2015 Report Share Posted October 29, 2015 Also agree in general, but I in my opinion I would remark:The spearman durability against ranged, but swordman better dps against infantry.But regarding slingers I have some doubts. At first, I would say that it's a unit that in the actual roster it's very limited (could change), and in my vision melee should be better than ranged against buildings (otherwise you would encourage ranged fights) and maybe all ranged troops should have the same siege damage. And I don't like at all ranged being strong against siege. Just my personal opinion.Finally, I thing that maybe you should think about turret feature, regarding cav archers, they also should be a hit'n'run unit, if going historical, but also shock cavalry isn't really accurate (and isn't fun to lost 20 cavs against some archers IMHO) 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 30, 2015 Report Share Posted October 30, 2015 Yeah, sword cavalry is range killer. May be the skirmisher can deal with sword cavalry but not with elite sword cavalry.Sword cavalry can be heavy think in future units like Praetorian cavalry guards, Sassanids Cataphract ( with mace).Ranged cavalry are light they can't deal with infantry ranged or pikeman, but are heavy infantry killer. Parthian Archer vs Roman legionary as example.( in the future of course)Slinger are strong if Siege units aren't upgraded, and if they are like more ram o siege tower ( without units inside) but have a little advantage , but their short range can't take a bolt shooter or a ranged siege.We need separate siege into two/ three types. Melee siege, ranged siege ( onagers, catapults, ballista) and Tanks siege tower and Assyrian ram. But the bonus must work as defenders climbed over a wall segment. Without cover they must be weak and very short range, even in mass, they have low hp. Mostly slingers were shepherds or people from lower class.We need split lancer to spear lancer are like to pikeman as cavalry(Cataphract using two hands) and spear cavalry, like Roman cavalry.The Lancer can kill infantry sword and maceman. But have good fight vs spearman, but can't take pikeman. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 30, 2015 Report Share Posted October 30, 2015 I'm not sure if slings would be considered siege worthy, it was a nice counter in AOE to towers but I think that was more borne of necessity for a tower and archer counter. (they werent that great at it either) The only siege slings I've come across are either attached to catapults or later staff-slingers.I think the only counter-siege would be a variation of siege- like the ballista in Stronghold or the Culverin in AOEIII. Even counter trebuchets in AOE II. the oxybeles, polybolos, and scorpion fit the bill pretty well already. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 30, 2015 Report Share Posted October 30, 2015 (edited) Scheme with melee ranged.For me slinger can deal as siege vs towers ( good)and defender( low but acceptable)Javelin can deal with cavalry ranged ( good). And as defender can be ( worst)Archer can deal with infantry melee ( very good to good) and as defender (good) have best range but can't deal with siege units* as defender I mean at the top at wallSlinger are weak against cavalryJavelin ire are weak against melee infantryArcher are weak against all cavalry Between they:Slinger can defeat archer if is nearlyJavelin can defeat slinger easilyArcher can defeat Javalinier if aren't closeObviously this are 1vs 1 same condition.Range:Slinger very short rangeJaveliner short rangeArcher long range This unit are for supported more specialistSlinger have great synergy supporting the siege units and very high hack attack unitJaveliner are good supporting Roman infantry or Iberian infantry from ranged cavalry and killing elephant Archer are great supporting defenses and infantry from other infantry melee Edited October 30, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31, 2015 Report Share Posted October 31, 2015 (edited) Sling as siege is just not good at all. If you want a unit good vs. towers then make it melee cavaly, because tower have minimum range (melee cavalry approach tower fast so not under fire for long, they get under tower's minimum range and are free to chop it down). later you have tower tech that remove minimum range so now melee cav arent so good vs towers, which okay because now you have siege catapults to take care of them. Tactic progress as match progress. Edited October 31, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted October 31, 2015 Report Share Posted October 31, 2015 Tactic progress as match progress. That's is a good catch. When designing, we have to have in mind what we want to achieve, looking the overall picture.If we're searching a early defense dealer™, it depens on the gameplay that you want. If slingers can outrange ranged units and even defenses, you encourage ranged battles and trench warfare. If you favor melee (in this example sword cav) then you will have full assaults on enemy bases.But remember early alphas that sword cavalry was OP, they were freaking fast destroying buildings. And a little Off-topic about counter-scheme: the remove minimum range tech could be in 2n late phase in the armoury. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31, 2015 Report Share Posted October 31, 2015 (edited) Get rid of the extra "wooden tower" thing added to game (last alpha?). Just make Defense Tower weak in Phase 1, like 500 hp (or less!). Make defender have to spend money on upgrade the tower to make them deadlier for defense in later phase II, III (IV in my mod). Melee cav don't need to be so strong to take down a 500hp wooden tower in Phase I or II (un-upgraded). Phase II can have tech upgrade to stone tower, with actor change (as in Delenda Est). Has double health now. Tougher to take down, but now they cost Stone too, so more expensive for the extra toughness. So, use stone for walls, Phase III tech, or stone Defens Towers? Defender must decide. While defender use stone to build tower and walls, attacker is using stone to upgrade to Phase III and get siege to kill defender's walls and tower.None of this need Slinger to have siege capability (lulz). Make slinger the anti-range ranged unit or just be cheap ranged support for the meat shield (or both), while Javelin Infantry and Archer Infantry are more specialize (Archer and Javelin Infantry seem to be more common to the most civs).Just some thoughts this lovely morning. Edited October 31, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 31, 2015 Report Share Posted October 31, 2015 (edited) Sling as siege is just not good at all. If you want a unit good vs. towers then make it melee cavaly, because tower have minimum range (melee cavalry approach tower fast so not under fire for long, they get under tower's minimum range and are free to chop it down). later you have tower tech that remove minimum range so now melee cav arent so good vs towers, which okay because now you have siege catapults to take care of them. Tactic progress as match progress.sword cavalry, I'm not sure about spear cavalry, actually the cavalry conquer and capture all in vanilla game.Melee cavalry are weak vs bolt shooter( scorpions) but slinger too.Ok we are talk about early middle game, the siege warfare before the siege engines. Remember not all Civs are Romans, Carthaginians or Succesors. Think about little factions. Edited October 31, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Karamel Posted October 31, 2015 Author Report Share Posted October 31, 2015 Well, talking about slingers, having them do significantly better against buildings seems a bit weird afterall.I rejoin wowgetoffyourcellphone in having two defenses phases: weak ones which can be dealt with a frontal assault without siege and later strong ones which requires siege. Slingers then are just an other ranged unit and not a special mini-siege as I suggested earlier.I've also found a flaw with the current counter scheme in early game: the only valid unit is the skirmisher. It counters melee infantry and javelin cav, which are almost all of the available units at start. A pack of spearmen in formation can make some troubles to force skirmishers to retreat but it would be only for short time (unless it could be an outpost with an available tower to capture for example). So I think it can be dealt with multiple manner, including making melee infantry more usefull in early game, maybe with countryside. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2019 Report Share Posted August 16, 2019 In this scheme... How would the role of the following units work? axeman class. (two handed, ome handed). Spoiler Clubman class (same as before) More similar maceman class. Spoiler Quote Link to comment Share on other sites More sharing options...
Charles Martel Posted August 22, 2019 Report Share Posted August 22, 2019 On 10/29/2015 at 7:57 PM, av93 said: melee should be better than ranged against buildings (otherwise you would encourage ranged fights) and maybe all ranged troops should have the same siege damage. And I don't like at all ranged being strong against siege. Yes, melee troops should be better than ranged against buildings. I believe Alpha 24 is adding a damage wrapper, so perhaps add a damage type siege? Then you make enemy buildings immune to all other damage types. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 22, 2019 Report Share Posted August 22, 2019 1 hour ago, Charles Martel said: Yes, melee troops should be better than ranged against buildings. I believe Alpha 24 is adding a damage wrapper, so perhaps add a damage type siege? Then you make enemy buildings immune to all other damage types. Except defenses. Quote Link to comment Share on other sites More sharing options...
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