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Иван Грозный  |
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Subject:
Re: Balancing some units...
kinda too late to say this... BUT... Matt, about the change of flying crows that you suggested: Srry that i didnt said this before... But another reason why flying crow's range shouldnt be increased, its because, the flying crows gain more range each time they lvl up, so if the range hange you suggested its done, then the flying crows will have the range of a culverin in industrial...
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Subject:
Re: Balancing some units...
Иван Грозный:
The changes are fine IMO, as I said previously, a 50% change on the attack of the sowars, may look too good, but its fine considering the fact that they cost 160 resources and also 2 pop, look and compare em to cossacks to know why:
Cossacks- 150 cost, 1 pop, 26 attack, 225 HP, 6.8 speed, 30% RR.
Sowars- 160 cost, 2 pop, 20 attack (x1.5 bonus to ranged inf (not light inf because light inf havent got a proto file that says they are infantry, its just hand infantry and light infantry so it dont affects em) and x0.67 bonus to heavy inf (with this negative bonus they make the same damage that they got in their originial attack to HI, it doesnt makes em UP vs HI as many people thing, 225 HP, 7.5 speed, 30% RR.
Ok lol, 1 pop difference and 10 cost difference for 6 less attack?
Totally agree, kind of. Sowars underpowered, but coassacks are too OP. 225 HP and 26 attack for 1 pop. In really late game when resource costs doesn't count for much, these stats are way too high for 1 pop. Nerf India if they must, boost the sowar, and nerf the cossack
Do you use the word "pretentious" in a pretentious manner? The belief of "pretentious" being pretentious might itself be pretentious, but that would than further go to prove that the word "pretentious" is pretentious.
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Tyranitar  |
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My name means Atilia in Pokemon! |
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Subject:
Re: Balancing some units...
Иван Грозный:
Well, as title says, I made this thread to discuss about balacing units, I will make suggestions for a lot of units, so I will just divide my suggestions into sections here are my current ideas:
Cavalry:
Cuirrassier: Since many people complained about this unit in this thread, I decided to add it too...
My suggestion:
Pretty obvious, make em have colonial stats, the stats would be this ones:
417 HP and 25 attack. So in fortress they get 500 HP and 30 attack, but in imperial when F.U. they will have less HP and Attack tahn they do now, since the upgrades affect the stats of the cuirr, lower stats = upgrades arent so good and cuirrs arent so OP.
Oprichniks- This guys are too good overall, apart from being great raiders, they can greatly fight vs such units as artillery or siege troopers. This guys are a bit OP if we compare em vs other cavalry.
My suggestion:
Decrease their attack to 15, and their HP to 225. Increase their bonus to villagers to 4 from 3.
Mamelukes- This guys got nerfed to industrial age, but why? just because they cost 400 gold? thats an incredibly unfair change, since if you compare this guys to Li'l Bombards and to elmetis, they arent so good as people think... And also, you can get em in age 3 by some cards, make em train in age 4 when you can get em in age 3 its a bit stupid, dont you think so?
My suggestion:
Move em to fortress.
Elmetis: I think that this guys are too good overall, and need a little nerf.
My suggestion:
Decrease their attack to 31 or 30 from 40.
Jat Lancers: This guys are basically like elmetis, but are a bit more UP...
My suggestion:
Increase their Attack to 45 from 35, but decrease their HP to 525 from 600. Move em to age 4.
Rifle riders: OK, sioux arent so good anymore, apparently this guys are the only thing they got, but, I think that they need to get nerfed, and the civ sioux overall get boosted, I think that that change would be good, I would give my suggestions to sioux civ, but I made this thread its to discuss unit balance, not civ balance.
My suggestion:
Either increase its ROF to 3.0 from 1.5 and incease its attack to 15,
or just decrease its attack from 13 to 8.
This changes may sound extreme, but are fair consdering the fact that rifle riders counter heavy infantry, got an incredible bonus to artillery, and got a ROF of 1.5.
Sowar: I guess what you must be thinking now, India is already a top 3 Civ, many people consider it the OPest civ at the moment, and they dont need a boost. But this units are UP, and need a boost, nerfing India and boosting a few of their units are different things, as in a similar case with sioux, I suggest to boost sowars, but to also nerf India in some way.
My Suggestion:
Increase the attack of this units in a 25% as minimum, and a 50% as maximum, to a number between 25-30, cant be sure though,, this may be a bit extreme, but its fair considering the fact that they cost 2 pop and 160 resources.
Siege Elephant: Ditto sowars.
My suggestion:
increase their bonus to artillery to 3.5, their range 30, and their attack to 45.
Zamburaks: I consider this guys fine overall, the only thing I dont like, its the fact that lately some upgrades give em a bonus to artillery, making em a bit OP. This is OP considering the fact that this guys got a card that already gives em a bonus to artillery, and the fact that they got a very high bonus to heavy cav.
My suggestion:
The upgrades of zamburaks no more increase a bonus to artillery, it just affects HP and attack, as every upgrade else.
Outlaws:
Pistoleros- Pretty obvious lol, this guys cost 5 pop, have got just 1 upgrade, havent got instant fire, and train a bit slow, for all this negative bonuses, this guys just got 30% attack more than a musk.
My suggestion:
Increase their HP to 200, their meele attack to 15, and their ranged attack to 32.
Renegados- Well, as other outlaws, cost a lot of pop, have got just 1 upgrade, havent got instant fire, and train a bit slow. Even though, 40 attack is enough for em, but they need a very little boost more.
My suggestion:
Increase their HP to 130.
Outlaw rider- I think its not necessary to repeat this, pop, instant fire, slow training, etc...
My suggestion:
Increase their attack from 16 to 23.
Pirate- Ditto I said previously of all outlaws.
My suggestion:
Increase their attack from 12 to 16.
Wokuo Pirate- ditto I said previously of all outlaws.
My suggestion:
Increase their speed to 5.5, their attack to 18, and their HP to 180.
Wokuo Ronin- The only difference that this outlaws got to the others, its that this ones are very expensive, but however their stats are fine...
My suggestion:
Decrease their cost to 150 gold, increase their attack to 30, and their HP to 450.
Dacoit Marathan- Probably the most balanced outlaw, but I would like a very little boost
My Suggestion:
Add 10 more HP.
Wokuo Blind Monk- ditto every outlaw...
My Suggestion:
Increase their attack to 21, and their HP to 135.
Wokuo Horseman- Ditto every other outlaw...
My suggestion
Decrease their train time to 50, increase their attack to 26, increase their HP to 360.
Infantry:
Spies: This guys got a completely not necessary bonus to native warriors, apart from being just x4.0 that makes their attack vs em just 20, its completely not necessary, consdering the fact that natives are arleady rarely used, since their limit is too low. And you cant really mass em. And also as you seen previously, I am kinda overboosting outlaws, so lets turn the multiplier spies got vs natives make it vs outlaws.
My suggestion:
Delete The bonus spies got vs natives, and instead of it, give em 1 vs outlaws, 1 of x10.0, so people wont mass this outlaws a lot. Make this boost also affect ninjas and consulate ninjas.
Flamethrowers: This guys are good, but got a serious problem, they got just 10 of range, even muskeeters got a higher range than just that. And also, this guys work as artillery, but apperently are classified as infantry and siege troopers. People get confused with this, and they are like "wtf" when they make culverins that got pretty owned by flamethrowers
My suggestion:
Increase their speed to 4.75, and make their RR be now 75%. Give em an artillery classifier, and make em no long have an infantry and ranged infantry one. Nerf their negative bonus to cav to 0.6.
Cassadors: When people compare this guys to skirmishers, they say both are balanced, but are always confused with the fact that this units got a fortress stat, and not a colonial one.
My suggestion:
This guys no longer are veteran cassadors, now they are just cassadors, having colonial stats.. With this change they will be a bit OP, , so I suggest to decrease their HP to 90 too if the change I suggested is done, so the stats would be this ones:
90 HP, 17 attack, and 50% RR
Longbowman: I have heard people to complain that this guys are a bit OP, I agree with em, considering the fact that longbows fire twice fast than units like skirmishers. but brits arent an OP civ, and longbows are one of the only things that mantain em. Also I havent seen many complains about em, so I wont suggest anything, unless many people discuss about this.
Bolas warrior: This guys are fine, consdering the fact that they got a splash ranged attack, the problem is that they make just a pathetic 8 of damage. And also are archers and have 3.0 ROF.
My suggestion:
Change their ROF to 1.5, but increase their cost to 65 or 70 food and 45 wood.
Aennas: This guys are pretty good, considering the fact that they cost pure food and got a lot of upgrades (cards) in colonial, not even including the HP aura their explorer got. I think that they got overboosted, if you want you can 1vs1 em with cetan bows, but remember that cetan bows cost wood and havent got a lot of upgrades, and it will be a draw (both units will die).
My suggestion:
Decrease their HP to 100, and their attack to 11 or 10.
Tomahawks: Since I have suggested a nerf to aennas, and iros arent a completely OP or even balanced civ, and this guys are weaker than musk, I suggest to boost em, even though my boost is very little
My suggestion:
Increase their attack to 22.
Ashigarus: This guys are still a bit OP after patch, since you can get 46 or 45 attack with em in colonial age. 5% nerf in ashigaru card of attack wasnt a lot.
My Suggestion:
A main reason this guys are OP in colonial, are the advanced arsenal upgrades they got with golden pavillion. Golden pavillion is already 1 of the most OP (probably the most OP) wonders in this game. I suggest to make their advanced arsenal upgrades unavailable untill you get to fortress. But also boost the number of yumis you get in colonial with this wonder.
Make the card attack of ashigarus now give 20% as it was before the 1.01 patch, its balanced considering the fact that other attack cards of other civs attack 2 units giving both 15% attack boost, this just affects 1 unit.
Grenadier: When milo said that "We couldnt boost this unit because we havent got enough time when we designed this patch" in a patch discussion, I laughed so hard... principally because it was the longest patch ever done (it took like 6-7 months), and it didnt even fixed bugs of scenarios. But its better make a boost late than never...
My suggestion: This guys are no longer classified as heavy infantry, they are now ranged infantry, this will be a great change with em, since this will allow em to dont be countered with its own counter, because skirmishers and archers got a bonus vs em, and they are supposed to counter em.
Arsonist: This unit its just like the grenadier...
My suggestion:
Increase their attack to 35, and make em no longer be classified as heavy infantry, just ranged infantry.
Artillery:
Gatling guns: I hate when ES boosts a unit (such as organ gun in patch 1.04 of TWC), but dont boosts its clone, example, when they boost an organ gun, they should boost a gatling gun too, when they nerf xbows, they should nerf consulate xbows too, etc... I would like that ES would boost the clone of the unit they are nerfing/boosting in a patch.
My suggestion:
Add gatlings a multiplier of 0.75 to buildings.
Flying crows: This guys are quite UP if we consider the fact that just 1 wonder can build em and that wonder takes 4 mins to build 1 of em...
My suggestion:
Make the confucious make flying crows faster: When you build this wonder in colonial age, you can get 1 of this guys each 200 seconds. When you build it in fortress, 1 of this guys each 160 seconds, when in industrial, 1 of this guys each 110 seconds, when in imperial, 1of this guys each 60 seconds.
Also make em no longer have a negative multiplier to cavalry. And boost their attack to 250, and their HP to 300.
War ships:
Fire junk: The only war ship I want to balance, this guys do needs a boost, consdering the fact that it dies too fast, and it can be killed before it gets its objective. Example, 2 fire junks cost like 1 caravel, 2 fire junks can kill 1 caravel, but they die too, but a caravel can also fish, and transport units, and have broadside attack, and attacks tons of times. A fire junk can be just trained fast and then die.
My suggestion:
Boost their attack to 700 from 500.
Catamaran Marathas: This ships are fine, the only problem, its that why they fish, this guys shouldnt fish, since they got just an outlaw there without anything that can fish that fires other ships or units.
My suggestion:
This guys no longer can fish, but also, their ranged attack is boosted 20.
Well, I hope that you agree with my suggestions, I really worked a lot to make this post.
Discuss plz.
If you truly believe that sowars need a boost and not a nerf than post this on age sanc and see what they say. You will come out believing they are OP.
Although some of the suggestions are OK this thread would screw game balance over unbelievably. No offence.
"This storm is yet finished, I hear the sound of lightining and it strikes in poland"
punkman: yo momma
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Somewhere Better - http://nmaps.net |
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Subject:
Re: Balancing some units...
Tyranitar: Иван Грозный:
Well, as title says, I made this thread to discuss about balacing units, I will make suggestions for a lot of units, so I will just divide my suggestions into sections here are my current ideas:
Cavalry:
Cuirrassier: Since many people complained about this unit in this thread, I decided to add it too...
My suggestion:
Pretty obvious, make em have colonial stats, the stats would be this ones:
417 HP and 25 attack. So in fortress they get 500 HP and 30 attack, but in imperial when F.U. they will have less HP and Attack tahn they do now, since the upgrades affect the stats of the cuirr, lower stats = upgrades arent so good and cuirrs arent so OP.
Oprichniks- This guys are too good overall, apart from being great raiders, they can greatly fight vs such units as artillery or siege troopers. This guys are a bit OP if we compare em vs other cavalry.
My suggestion:
Decrease their attack to 15, and their HP to 225. Increase their bonus to villagers to 4 from 3.
Mamelukes- This guys got nerfed to industrial age, but why? just because they cost 400 gold? thats an incredibly unfair change, since if you compare this guys to Li'l Bombards and to elmetis, they arent so good as people think... And also, you can get em in age 3 by some cards, make em train in age 4 when you can get em in age 3 its a bit stupid, dont you think so?
My suggestion:
Move em to fortress.
Elmetis: I think that this guys are too good overall, and need a little nerf.
My suggestion:
Decrease their attack to 31 or 30 from 40.
Jat Lancers: This guys are basically like elmetis, but are a bit more UP...
My suggestion:
Increase their Attack to 45 from 35, but decrease their HP to 525 from 600. Move em to age 4.
Rifle riders: OK, sioux arent so good anymore, apparently this guys are the only thing they got, but, I think that they need to get nerfed, and the civ sioux overall get boosted, I think that that change would be good, I would give my suggestions to sioux civ, but I made this thread its to discuss unit balance, not civ balance.
My suggestion:
Either increase its ROF to 3.0 from 1.5 and incease its attack to 15,
or just decrease its attack from 13 to 8.
This changes may sound extreme, but are fair consdering the fact that rifle riders counter heavy infantry, got an incredible bonus to artillery, and got a ROF of 1.5.
Sowar: I guess what you must be thinking now, India is already a top 3 Civ, many people consider it the OPest civ at the moment, and they dont need a boost. But this units are UP, and need a boost, nerfing India and boosting a few of their units are different things, as in a similar case with sioux, I suggest to boost sowars, but to also nerf India in some way.
My Suggestion:
Increase the attack of this units in a 25% as minimum, and a 50% as maximum, to a number between 25-30, cant be sure though,, this may be a bit extreme, but its fair considering the fact that they cost 2 pop and 160 resources.
Siege Elephant: Ditto sowars.
My suggestion:
increase their bonus to artillery to 3.5, their range 30, and their attack to 45.
Zamburaks: I consider this guys fine overall, the only thing I dont like, its the fact that lately some upgrades give em a bonus to artillery, making em a bit OP. This is OP considering the fact that this guys got a card that already gives em a bonus to artillery, and the fact that they got a very high bonus to heavy cav.
My suggestion:
The upgrades of zamburaks no more increase a bonus to artillery, it just affects HP and attack, as every upgrade else.
Outlaws:
Pistoleros- Pretty obvious lol, this guys cost 5 pop, have got just 1 upgrade, havent got instant fire, and train a bit slow, for all this negative bonuses, this guys just got 30% attack more than a musk.
My suggestion:
Increase their HP to 200, their meele attack to 15, and their ranged attack to 32.
Renegados- Well, as other outlaws, cost a lot of pop, have got just 1 upgrade, havent got instant fire, and train a bit slow. Even though, 40 attack is enough for em, but they need a very little boost more.
My suggestion:
Increase their HP to 130.
Outlaw rider- I think its not necessary to repeat this, pop, instant fire, slow training, etc...
My suggestion:
Increase their attack from 16 to 23.
Pirate- Ditto I said previously of all outlaws.
My suggestion:
Increase their attack from 12 to 16.
Wokuo Pirate- ditto I said previously of all outlaws.
My suggestion:
Increase their speed to 5.5, their attack to 18, and their HP to 180.
Wokuo Ronin- The only difference that this outlaws got to the others, its that this ones are very expensive, but however their stats are fine...
My suggestion:
Decrease their cost to 150 gold, increase their attack to 30, and their HP to 450.
Dacoit Marathan- Probably the most balanced outlaw, but I would like a very little boost
My Suggestion:
Add 10 more HP.
Wokuo Blind Monk- ditto every outlaw...
My Suggestion:
Increase their attack to 21, and their HP to 135.
Wokuo Horseman- Ditto every other outlaw...
My suggestion
Decrease their train time to 50, increase their attack to 26, increase their HP to 360.
Infantry:
Spies: This guys got a completely not necessary bonus to native warriors, apart from being just x4.0 that makes their attack vs em just 20, its completely not necessary, consdering the fact that natives are arleady rarely used, since their limit is too low. And you cant really mass em. And also as you seen previously, I am kinda overboosting outlaws, so lets turn the multiplier spies got vs natives make it vs outlaws.
My suggestion:
Delete The bonus spies got vs natives, and instead of it, give em 1 vs outlaws, 1 of x10.0, so people wont mass this outlaws a lot. Make this boost also affect ninjas and consulate ninjas.
Flamethrowers: This guys are good, but got a serious problem, they got just 10 of range, even muskeeters got a higher range than just that. And also, this guys work as artillery, but apperently are classified as infantry and siege troopers. People get confused with this, and they are like "wtf" when they make culverins that got pretty owned by flamethrowers
My suggestion:
Increase their speed to 4.75, and make their RR be now 75%. Give em an artillery classifier, and make em no long have an infantry and ranged infantry one. Nerf their negative bonus to cav to 0.6.
Cassadors: When people compare this guys to skirmishers, they say both are balanced, but are always confused with the fact that this units got a fortress stat, and not a colonial one.
My suggestion:
This guys no longer are veteran cassadors, now they are just cassadors, having colonial stats.. With this change they will be a bit OP, , so I suggest to decrease their HP to 90 too if the change I suggested is done, so the stats would be this ones:
90 HP, 17 attack, and 50% RR
Longbowman: I have heard people to complain that this guys are a bit OP, I agree with em, considering the fact that longbows fire twice fast than units like skirmishers. but brits arent an OP civ, and longbows are one of the only things that mantain em. Also I havent seen many complains about em, so I wont suggest anything, unless many people discuss about this.
Bolas warrior: This guys are fine, consdering the fact that they got a splash ranged attack, the problem is that they make just a pathetic 8 of damage. And also are archers and have 3.0 ROF.
My suggestion:
Change their ROF to 1.5, but increase their cost to 65 or 70 food and 45 wood.
Aennas: This guys are pretty good, considering the fact that they cost pure food and got a lot of upgrades (cards) in colonial, not even including the HP aura their explorer got. I think that they got overboosted, if you want you can 1vs1 em with cetan bows, but remember that cetan bows cost wood and havent got a lot of upgrades, and it will be a draw (both units will die).
My suggestion:
Decrease their HP to 100, and their attack to 11 or 10.
Tomahawks: Since I have suggested a nerf to aennas, and iros arent a completely OP or even balanced civ, and this guys are weaker than musk, I suggest to boost em, even though my boost is very little
My suggestion:
Increase their attack to 22.
Ashigarus: This guys are still a bit OP after patch, since you can get 46 or 45 attack with em in colonial age. 5% nerf in ashigaru card of attack wasnt a lot.
My Suggestion:
A main reason this guys are OP in colonial, are the advanced arsenal upgrades they got with golden pavillion. Golden pavillion is already 1 of the most OP (probably the most OP) wonders in this game. I suggest to make their advanced arsenal upgrades unavailable untill you get to fortress. But also boost the number of yumis you get in colonial with this wonder.
Make the card attack of ashigarus now give 20% as it was before the 1.01 patch, its balanced considering the fact that other attack cards of other civs attack 2 units giving both 15% attack boost, this just affects 1 unit.
Grenadier: When milo said that "We couldnt boost this unit because we havent got enough time when we designed this patch" in a patch discussion, I laughed so hard... principally because it was the longest patch ever done (it took like 6-7 months), and it didnt even fixed bugs of scenarios. But its better make a boost late than never...
My suggestion: This guys are no longer classified as heavy infantry, they are now ranged infantry, this will be a great change with em, since this will allow em to dont be countered with its own counter, because skirmishers and archers got a bonus vs em, and they are supposed to counter em.
Arsonist: This unit its just like the grenadier...
My suggestion:
Increase their attack to 35, and make em no longer be classified as heavy infantry, just ranged infantry.
Artillery:
Gatling guns: I hate when ES boosts a unit (such as organ gun in patch 1.04 of TWC), but dont boosts its clone, example, when they boost an organ gun, they should boost a gatling gun too, when they nerf xbows, they should nerf consulate xbows too, etc... I would like that ES would boost the clone of the unit they are nerfing/boosting in a patch.
My suggestion:
Add gatlings a multiplier of 0.75 to buildings.
Flying crows: This guys are quite UP if we consider the fact that just 1 wonder can build em and that wonder takes 4 mins to build 1 of em...
My suggestion:
Make the confucious make flying crows faster: When you build this wonder in colonial age, you can get 1 of this guys each 200 seconds. When you build it in fortress, 1 of this guys each 160 seconds, when in industrial, 1 of this guys each 110 seconds, when in imperial, 1of this guys each 60 seconds.
Also make em no longer have a negative multiplier to cavalry. And boost their attack to 250, and their HP to 300.
War ships:
Fire junk: The only war ship I want to balance, this guys do needs a boost, consdering the fact that it dies too fast, and it can be killed before it gets its objective. Example, 2 fire junks cost like 1 caravel, 2 fire junks can kill 1 caravel, but they die too, but a caravel can also fish, and transport units, and have broadside attack, and attacks tons of times. A fire junk can be just trained fast and then die.
My suggestion:
Boost their attack to 700 from 500.
Catamaran Marathas: This ships are fine, the only problem, its that why they fish, this guys shouldnt fish, since they got just an outlaw there without anything that can fish that fires other ships or units.
My suggestion:
This guys no longer can fish, but also, their ranged attack is boosted 20.
Well, I hope that you agree with my suggestions, I really worked a lot to make this post.
Discuss plz.
Although some of the suggestions are OK this thread would screw game balance over unbelievably. No offence.
Tyranitar being polite?! Gasp! 
Yeah, some of the suggestions are good, but there are others which really do muck things up, as Tyranitar said. The Fireship boost is completely not necessary and moving the Mameluke shipment to Age 4 would remove one of the Portuguese FF's greatest strengths.

Click it and find the reason why Im no longer active here...
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: Balancing some units...
1. I NEVER suggested moving the mameluke shipment to age 4, learn to read... 2. The fire junk do needs that boost, it seems that it doesnt needs it, but yes it does needs it, it needs a boodst in attack of +100 as minimum, read my reasons to suggest this boost again plz. Also tyranitar wasnt so polite... But at least this is better than when he said: NOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBONOOBNOOBNOOBNOOOBNOOBNOOB +999999999999999999999999999999999999999999999999999 In each thread where he posted... oh and tyranitar, could you please explain me politely, how are sowars OP?
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GTM  |
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Somewhere Better - http://nmaps.net |
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Subject:
Re: Balancing some units...
Иван Грозный:
1. I NEVER suggested moving the mameluke shipment to age 4, learn to read...
2. The fire junk do needs that boost, it seems that it doesnt needs it, but yes it does needs it, it needs a boodst in attack of +100 as minimum, read my reasons to suggest this boost again plz.
Also tyranitar wasnt so polite...
But at least this is better than when he said:
NOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOBONOOBNOOBNOOBNOOOBNOOBNOOB
+999999999999999999999999999999999999999999999999999
In each thread where he posted...
oh and tyranitar, could you please explain me politely, how are sowars OP?
- Oh, sorry. I could vaguely remember that it was about Mamelukes training in Age 4, but u were able to send them in Age 3. I just thought it was the other end of the scale, whoops.

- Mmm, ok, but considering how few people actually use the fire junk with China this isnt much of an issue, not moreso than the Sowar discussion u guys are having.
- Exactly, he was being polite in comparison to going NOOBNOOBNOOBNOOBNOOBNOOBNOOBNOOB all of the time.

Click it and find the reason why Im no longer active here...
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: Balancing some units...
oh now I get it... The reason why experts think that sowars are OP, its dessert terror card... But still they continue being UP, just a bit more cost effective, look, I will compare the naginata with the sowar, comparing the hussar with a naginata and a cossack to a sowar: Comparison N1: Naginata- 300 HP, 28 attack, x1.5 to RI, 30% RR, 100 food and 100 coin. Hussar- 320 HP, 30 attack, 20% RR, 120 food and 80 coin. Basically, the naginata got JUST 6% less attack and HP than a hussar, but it got 10% more RR and a x1.5 bonus to RI. Thats balanced. Well, its almost balanced, naginatas can get more upgraded than hussars can, and combined with 10% more RR, its makes it very very little bit OP. But still, as we all already know this, Japan is OP.
Comparison N2: Sowar- 225 HP, 20 attack, x1.5 to RI, 30% RR, 2 pop, 7.5 speed, 20 LOS, 80 food and 80 coin. Cossack- 225 HP, 26 attack, 30% RR, 1 pop, 6.8 speed, 15 LOS, 75 food and 75 coin.
Basically, the sowar got -23% LESS ATTACK THAN A COSSACK thats MORE than the -6% of attack and HP of the nagi. (-12% if combined). But not just that, it got 100% more pop cost, it also got 7% more cost than the cossack. And the only bonuses it got are the extra speed and LOS, but both things, and almost useless and cant be compared to a -23% in attack. Still having x1.5 bonus to infantry, IT NEEDS A BIGGER BOOST THAN JUST THAT.
Also, naginatas got bloody harvest, which increases the bonus to infantry that nagis got from 1.5 to 2.5. Thats more than the 2.0 of the sowar with the dessert terror, however, its practically the same if we consider the fact that bloody harvest its available in age 3, and dessert terror in age 2. So sowars actually ARE UP and DO need a boost in attack, which needs to be between a 25% and a 50% of increase. In other words, the sowar needs to have 25 attack as minimum to be balanced, but if it gets 30 or more attack, then the sowar will be OP. so it needs to have a number between 25 and 30. And about dessert terror, that card its quite powerfull, specially for being in colonial age, what do you think if that card would be nerfed to age 3? Do you think that that would be a good suggestion?
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