Hannibal_Barca Posted August 20, 2017 Report Share Posted August 20, 2017 7 hours ago, Lion.Kanzen said: We need continued building this. What would happen if I train the top and right units together and spam that composition? 3 Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted August 20, 2017 Report Share Posted August 20, 2017 5 hours ago, Hannibal_Barca said: What would happen if I train the top and right units together and spam that composition? In AoK it can be countered by champions, siege and some unique units, see Trash Resistance 3 Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 20, 2017 Report Share Posted August 20, 2017 lol in what world are crossbows a moderate counter to pikemen. I think the only stronger counter there is are handcannons 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 20, 2017 Author Report Share Posted October 20, 2017 How works counters in Delenda Est? But I prefer more slow combat. Quote Link to comment Share on other sites More sharing options...
sphyrth Posted October 20, 2017 Report Share Posted October 20, 2017 Counters in DE are quite developed; they're clearly laid out in every unit's description. If you want a slower combat, I think another mod is needed. I didn't mean that to be derogatory. After all this is how I see things as it is: A21 - Age of the Replay Commentaries A22 - Age of the Mods A23 - We'll have to see Quote Link to comment Share on other sites More sharing options...
Grugnas Posted October 27, 2017 Report Share Posted October 27, 2017 do you have a replay about the "fast combat" you are talking about? i really can't undestand. Quote Link to comment Share on other sites More sharing options...
elexis Posted October 27, 2017 Report Share Posted October 27, 2017 On 8/20/2017 at 1:22 PM, Hannibal_Barca said: What would happen if I train the top and right units together and spam that composition? This guy, always looking for the OP unit composition the others didn't find yet. 1 Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted November 22, 2017 Report Share Posted November 22, 2017 This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point... 4 Quote Link to comment Share on other sites More sharing options...
Adeimantos Posted January 6, 2018 Report Share Posted January 6, 2018 I think it is important to keep the basic counter of cavalry versus archers versus infantry. But then within each of those groups there can be another Rock-paper-scissors system. Slingers versus javelins versus archers. Swordman versus spear and pike versus ax or club. Another way to look at each group is one unit is most specialized, for instance the slinger is the best at killing infantry but the most vulnerable to cavalry; a second unit is somewhat all purpose or resistant to the basic counter, for instance javelin throwers could be less vulnerable to cavalry than other range units and swordmen could be better against archers than pikemen are. I would avoid using artificial counters; I prefer the type of armor and attack a unit has making it happen naturally in most cases. If the javelin infantry has high pierce armor and low crush armor it will naturally be good against archers and bad against slingers, for instance. That would be an especially useful change in A23 since it would make the foot javelin a counter to the javelin cavalry, who is currently good against just about everybody. I'm making a mod to implement these ideas. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.