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Last post 06-02-2008, 2:57 PM by murdilator. 32 replies.
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  •  04-23-2008, 5:14 PM 685205
    murdilator murdilator is not online. Last active: 07/04/2008, 4:42 PM
    Member
    Ohio, USA
    Not Ranked
    Total Posts: 566
    Last Post: 07-04-2008
    Member Since: 03-05-2006
    Subject: Balance Ideas for Patch 1.02 TAD

    Hey guys, after this great patch (1.01 TAD) has arrived, I've started thinking of balance for 1.02.

    After a relatively bad experience I thought I better expose some issues.

     

    NATIVE AMERICANS 

     

    Aztec

        Eagle Runner Knight - This guy is still too good. He has a 1.5 ROF and only costs 1 pop. On the other hand he is not too strong in HP (considering what I'm going to suggest). He costs a lot, but the main problem is that you can get to many of them at the same time. Also, another problem is that they are actually countered by all asian types of cavalry (for instance, tiger claws get 2.0 bonus vs. them).

    I would compare them as a 1 pop cavalry archer at the moment. 

    Solutions - increase from 1 to 2 pop, +25 HP (Increased from 180 to 205), cost changed to 90 food and 60 coin to make them more affordable. Remove 'AbstractInfantry' Tag

    Card - Temple of Tlaloc Support

    This is the Card that gives Eagle Runners +4.00 range and 4.00 LOS. This too makes them very strong.

    Suggestion - Swap effect with Macehualtin card to +25% HP for all Eagle Runner Knights

    Macehualtin 

    Card - Temple of Centeotl Support

    Suggestion - Swap effect Now gives +4.00 range and 4.00 LOS to all Macehualtins. This will furthermore boost Macehualtins (even though they are excellent vs. HI now).

    Iroquois 

    Fine so far.

    Sioux 

    I like this civ better than ever now, but I still believe we could change a few things. They have a very expensive cavalry that is not very efficient late game. Hardly anyone uses them.

     
    Tashunke Prowlers

    These guys die too fast. They are fine in fortress, but should be -10 food and -5 coin cost. Also reduce Kill bounty and Build bounty to 21 XP. The Tashunke Aura is 15% of the base stats.

    Card - Marauders

    This card looks pretty good, but it really isn't

    - Current effect - 50% more Tashunke prowlers.

    To make these guys formidable late game, they would need a significant boost.

    Suggestion:

    Card - Marauders now sets Champion and Legendary upgrades to obtainable

    50% more Tashunke Prowlers

    Champion Tashunke Prowlers: Set Status to Obtainable

    Legendary Tashunke Prowlers: Set Status to Obtainable

    _____________________________________________________________________________

    This would be like the Yeomen card for the British. I think it would be a great boost. 

    Tepees 

    These things are really a bit overpowered, especially for late game.

    Suggestion - Auras reduced from 10% to 8%. 

     
    Team 2 Dog Soldiers and Team 3 Dog Soldiers Cards

    These cards are good, but they don't set elite, champion, or lengendary upgrades to obtainable!

    Here is what they do:

    :Set Status to Obtainable

    :Set Status to Obtainable

    :Set Status to Obtainable

       They currently have no effect that gives allied players the ability to have elite, champion, and legendary upgrades!

     

    EUROPEANS 

     

    Spanish 

    Card - Unction

    This card is really lame and cheap. If in an industrial age+ battle, all the Spanish soldiers will have at least (depending on unit type) counter there enemy soldiers 63% better. I actually saw a skirmisher have 50 dmg x3 vs. infantry. I mean, killing a Sepoy in 3 shots isn't fair.

    Suggestion - Swap Missionary attack aura with a 300% faster healing rates. This will make them much more balanced, and I mean, why would a missionary spur on someone to fight?

    2nd Suggestion - Missionary attack aura reduced to 20%, healing rates increased by 200%.

    3rd Suggestion - Missionary attack aura reduced to 4%, no longer stacks (40% max), and only effects the base stats. 

    Veteran Lancer

    This guy is really strong. I actually think that making him worse vs. other units, but same against infantry might help.

    Suggestion - Reduce all hand attacks by -25% (20 reduced to 15), increase bonus to infantry to x4 (up from x3) and -25 HP.

    REASON: This will make the callaberos shipment less effective, and will help lower damage to other units - to make them more "specialized".

    British

    Fine so far

    France 

    This team is decent early game and OP late game 

    Coureur des Bois

    EDIT: This suggestion was stupid. I apologize.

    Currasier

    This guy seems to beat everything, although he is not cost effective against his counters. I think that these guys are too good late game, but fair early game.

    Suggestion - Move from fortress aged stats to colonial aged stats

    They should look like this: Currasier - 417 HP , 25 Dmg, 6.25 speed, etc.

                              Veteran Currasier - 500.4 HP, 30 dmg, 6.25 speed, etc.

                           Gendarme Currasier - 667.2 HP, 40 dmg, 6.25 speed, etc.

                             Imperial Gendame - 875.7 HP, 52.5 dmg, 6.25 speed, etc.

                                   FU Gendarme - 1042.5 HP, 60 dmg, 6.25 speed, etc.

    Dutch

    These guys are pretty much fine
     

    EDIT: These were lame ideas. I've just tried them and they are fine now.

    German 

        The only problem I've ever had with these guys is that they have no units that mainly cost food. They are missing a unit I think should be in their army. Their mainly hand army is decimated by ranged units, and they only have 1 unit that is 1 pop.

    1st Suggestion - Enable Musketeers and set veteran, guard, and imperial musketeers to obtainable.

    2nd Suggestion - Change Dopplesoldners cost to 125 food and 75 coin (instead of 75 food, 125 coin) so that Germany has a means of using its food (I really hate building 6 or 7 plantations late game with this team, even if I have factories on coin).

     
    Russia

    I rarely see problems with Russia now days, but I think some issues might need addressing.

    Early Game 

    It seems many people want russia to age faster, or have a better rush or something. 

    Suggestion - Add 1 starting settler, maybe -1 food crate
     

    Oprichinicks 

    These guys are Actually OP. I think that this should be fixed.

    EDIT: I made it 75 siege lowered to 60; not 60 to 45.

    Suggestion - Reduce Siege attack from 75 to 60, reduce all hand attacks by 25% (15 instead of 20), increase multiplier against villagers to x4 (instead of x3).

    Portuguese 

    I know these guys have a pretty slow start, and I think we should definitely improve it. 

    Suggestion - Add 1 starting wood crate

    Why? This will give them another building, create a forward base easier, build defenses easier, boom easier. I believe they actually lost an extra wood crate by mistake during the creation of TAD.

    Card - House of Brigbicana (Spelling?)

    This card is practically useless.

    Suggestion - Instead of free trade route upgrades, This makes trade route 40% more efficient (on all recourses).

    Ottoman 

    These guys are an almost-solid team. I think that the slow training of their troops really kills the Ottomans.

    Card - Olgan Training School 

    This currently gives -20% cost.  

    Suggestion - Now gives -15% cost, and -15% Train points for Janissaries.
     
    This will help balance the super-slow training Janissaries.

     

    ASIANS
     

    Japan

    I personally do not like talking about these guys anymore, but they have to be balanced.

    Wonder - Golden Pavilion

    This thing is just too good. It can 4 different auras provide (15% ranged dmg, 10% hand dmg, 10% HP, 5% Speed), plus it provides some advanced arsenal upgrades, and gives some units while going to the next age.

    Suggestion - Reduce all auras to 5%, and remove advanced arsenal upgrades.

    It covers the whole map, and this will make most of the Japanese units less OP.

    Yumi Archer

    This guy does too much attack, much related to the early forest prowler.

    Suggestion - Reduce attack by 2; possibly increase multiplier against HI to 1.75. 

    REASON: This guy is much like the FP in 1.00 TWC. He simply does too much attack, being able to get 28.842 dmg, or up to 31.2455 dmg (with Isolation) IN AGE 2.

    Reducing his attack will make it 27.9565, and 23.562 if all changes are implemented (for Japan at least).

    Consulate

    These are all fair except for Japanese Isolation. It seems that this particular one is the favorite of every Japanese user and is what makes them OP.

    Currently, Isolation provides +10% more land unit attack. It also unlock powerful mercenary units and upgrades.

    Suggestion - 10% Land unit attack changed to 5% land unit speed. 

    This will definitely help in the crazy attack all Japan's units' get.
     

    Upgrade - Bushido Principles

    This is a great upgrade, and it makes everything train in blocks of 10. This essentially becomes crazy late game, however, as a shogun can 10 morutarus (equivalent of 8 morters) or 10 flaming arrows (equivalent to 10 falconets) at one time.

    Suggestion - Bushido Principles only sets infantry and cavalry to be able to be trained in blocks of 10.

    Better suggestion about Hand infantry in a lower post. 

    China

    So far balanced. Maybe a boost on wonders such as the Summer Palace (banner army spawn time)?
     

    India 

    Pretty much balanced. Would like to see Mansabders a bit more useful and maybe elephants more cost effective.

     

    ______________________________________________________________________________

     

    Feel free to comment and add any suggestions. I am open to any opinions.

     

     


    from the hand of,

     

    murdilator
     


    Skidbladnir:
    Leave Unction alone! If you don't like unctions boost i suggest you kill the missionaries giving the boost when you play the game.


    Murdilator: Taunt 26
  •  04-23-2008, 5:21 PM 685215 in reply to 685205
    Daemien Daemien is not online. Last active: 07-08-2008, 8:20 PM
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    Winnipeg, Canada
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    Total Posts: 1,488
    Last Post: 07-08-2008
    Member Since: 07-10-2007
    Subject: Re: Balance Ideas for Patch 1.02 TAD
    Teepees are so easy to counter late game man, mortars or howitzors arrow knigts even any cannons can take care of them the teepees should be kept the same in 1 vs 1 early game when you got no walls they are still pretty much usless. I think that teepees should have there aura reduced when outside of town center area but when its inside the town center base it should stay the same


    http://poll.pollcode.com/8zS4 <-Vote for your Favorite AOE3 Civ!
  •  04-24-2008, 10:10 AM 685454 in reply to 685205
    Иван Грозный Иван Грозный is online. Last active: 09-07-2008, 1:35 AM
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    My name means Ivan the terrible in russian
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    Total Posts: 4,659
    Last Post: 07-09-2008
    Member Since: 04-27-2006
    Subject: Re: Balance Ideas for Patch 1.02 TAD

    Aztecs:

    Thiger claws havent got a bonus to em, just because all light infantry havent got an abstract infantry type, just as siege elephants havent got a cavalry one. ERKs just supposed to be 1 pop, as prowlers, they dont need a change on this. ERKs dont need any boost or nerf, specially because skirms now got a x2.0 bonus to em.

    Macehualtins are OK as they are, and dont need anything, also I dont understand how could that card give a range boost to maces, since I dont really think that that would be much historical.

    Sioux:

    Nice change on tashunkes, I always wanted ohat this guys could have a boost. 

    Teepees dont need a nerf

    Also I think that dog soldiers do auto upgrade, not sure though, I gotta check in game.

    Spanish:

    I agree with the fact that unction need a nerf, but make missionaries heal faster would be a bit extreme, just nerf the effect of each missionary by -1%, so 10 missionaries would give just 53%. Also with your logic, it would be stupid too that 1 missionary would heal a 1000 HP unit that is almost dead and got 1 HP and make it recover all its HP in 3 secs.

    Thats an Overnerf to lancers, also, lancers die fast to light cav, and they exactly supposed to be 1 of the most unique units in this game, they dont need a nerf, spain is already a rarely used civ. Dont make it a civ that will need to be removed because no one uses it.

    France:

    Hmmm, this thing needs to be tested in a lot of games, because it would prolly balance prolly not, also coreurs costed 120 food always, making em cost 115 would be a bit stupid. Not sure though...

    Everyone complained on this change for france before patch, it wasnt done because ES dont want to balance treaty, its not necessary that you say it again. ES still wont change this. 

    Dutch:

    Kinda stupid suggestion...

    Also I already seen complains that ruyters are a bit UP, they dont need a nerf just because some people know what micro means.

    Germans:

    Thats the whole idea of germany, be a very based gold civ late game, since uhlans, doppelsoldners, and skirmishers, their main units, cost more gold than food. Also, I dont think that giving em muskeeters would be a good civilization, since 1 it wouldnt be historical, 2 germans already got tons of units, its the same that if the musketeer for french gets removed just because everyone uses it and french got a lot of units.

    Russia:

    When I read that change, I almost rofled, That is exactly the point of russia, start with more resource crates but less villagers, everyone knows it, cmon it even comes in aoe3 manual, and it wont be changed just beucase someone wants a better russia with russia, when is already too good. This change is completely unnecessary 

    Orichniks just do their work, but I agree that they need a nerf...

    Lol, dont you think that its better a nerf for OPs in siege from 75 to 60? because actually oprichniks make 75 of damage... 

    I also agree with the change of attack. 

    Portuguese:

    This guys need another change, also the change of the crates itsw a bit stupid, since ports already got a starting bonus, 7 villagers.

    Braganca, a useless card, but there are others, dont you think that they should balance other cards? not just braganca? 

    Though I agree with your change. 

    Ottomans:

    Nice change Yes  I completely agree with it.

    Japanese:

    Kinda overnerf, this would be better:

    Mantain the advanced arsenal upgrades, but the ranged attack aura now gives 10%, the hand attack aura 8%, the HP Aura 5% and the speed aura 5%.

    Yumis dont need a change, they are fine as they are, also making that change would totally ruin the yumis point, since this guys supposed to have a high attack, but a crappy bonus to HI that also cant be upgraded with CIR.

    hmmm, I kinda not agree with the japanese isolation change, maybe a -50% change would be a bit extreme, what about a -25% change? so now it gives 7.5% more attack, or if better, even 7%...

    Still in every game I played, everoyne tries to attack the shogun ro destroy the shogunate, also, still 3 daimios can create 30 ashigarus, in cost that would be the same that creating 10 flaming arrows. Nerfing 1 thing but not the others would be a bit stupid, and also not necessary...

    Hatamotos may be good, but I rarely seen em being made...

    Since they are expensive, and even in treaty, you cant really create em because you can get just 1 consulate and they spawn slow, also you cant get so much export to train em, unless you change all your coin for export, but that would make you get less military/not get spies.

    But still they OP... 

    I would prefer a change on the cost of the hatamoto, not in bonuses....

    China:

    Agree, also I would like a boost on confucious palace and on flying crows.

    India:

    This civ needs a nerf, everyone considers this civ the 2nd most OP (everyone taht isnt a noob), they need a nerf on their rush, but a boost on their units such as raj puts, sowars, mahouts, howdhas, and of course siege elephant.

    I would prefer an even bigger boost on mansadbars, coz no one uses em, unless we talking about treaty.

     

     

    Also, havent passed even 1 month since the patch have been released, making comments on the next patch would be a bit too soon, wait at least 1 month more. 


    If you wanna know why I returned to agecomm, then go and read this page.

    KillerSwede:
    India is in Europe

  •  04-24-2008, 12:17 PM 685533 in reply to 685454
    Daemien Daemien is not online. Last active: 07-08-2008, 8:20 PM
    Member
    Winnipeg, Canada
    Top 75 Contributor
    Total Posts: 1,488
    Last Post: 07-08-2008
    Member Since: 07-10-2007
    Subject: Re: Balance Ideas for Patch 1.02 TAD
    Yeah, Tashunkes do need a boost. The Card Marauders is nice but when you have mroe tashunkes it takes up sooo much pop. Talk about OP wall cutting tho. Their attack is fine I think or maybe not.

    And yeah Dog Soldiers do a auto upgrade which is a nice thing

    Oh yeah expesive cavalry is what keeps the Sioux balanced. We wouldn't want to vs a civ that has strong units that are cheaply costed (?). They have a card called mustangs im not sure if any other civ has it it may be a uniqe card to the Sioux but all you cav is 10 percent cheaper. Making a Axe Rider from 160 food and whatever gold go down too about 149 food so its card that can save you for late games I reccomend it with the Siouxs late game games aka Treaty.


    http://poll.pollcode.com/8zS4 <-Vote for your Favorite AOE3 Civ!
  •  04-24-2008, 4:41 PM 685667 in reply to 685533
    Kaicha Kaicha is not online. Last active: 07-06-2008, 12:34 PM
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    Last Post: 07-06-2008
    Member Since: 12-13-2007
    Subject: Re: Balance Ideas for Patch 1.02 TAD

    I have a proposition for China:

     Confucian Academy:

     

    Current effect: Produces Flying Crows (Auto-upgrade) at the rate of 1 per 240 seconds.

    New effect: Produces Flying Crows (Auto-upgrade) at the rate of 1 per 240 seconds (Age2) - 200 Secs (Age3) - 170 seconds (Age4) - 150 Seconds (Age5). (Time applies to the Age the Academy was built; does not change when you pass to the next age).  Also enables "Name to find" that decreases train time for Flying Crows by 30%. (300F+300C)

    Furtermore, Age2 Age-up bonus shoyuld be a Flamethrower, Age3 is 1 Flying Crow, Age4 is 2 Flying Crows , Age5 is 2 Flying crows and + 20% Hitpoints and Attack




  •  04-28-2008, 3:30 PM 687149 in reply to 685667
    murdilator murdilator is not online. Last active: 07/04/2008, 4:42 PM
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    Ohio, USA
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    Total Posts: 566
    Last Post: 07-04-2008
    Member Since: 03-05-2006
    Subject: Re: Balance Ideas for Patch 1.02 TAD

    General Changes

    How about a change like this:

    All Hand infantry get a 0.80 multiplier vs. Infantry, but get a 1.25 multiplier vs. HI.

    0.8 x 1.25 = 1.00

    This will make all hand infantry worse to skirmishers, but the multipliers will cancel out, making them do the same damage to heavy infantry (HI).

    This fixes some things, especially with hatamotos, rodeleros, and pike units. This indirectly boosts Urumi swordsmen as well (they tend to die to halbardier units to a tad to easily).

    But now we have one complication - Military reforms card for dutch.

    Current effect - Gives halbardiers 20% more speed, but 0.75 bonus to infantry.

    Since when did a halb get less damage to HI as well? We don't want to mess anything up, so here is a solution.

    Solution - Gives halbardiers 20% more speed, -0.13 bonus to infantry, +0.25 multiplier vs. HI.

    This will give them 0.67x vs infantry, but a 1.5x multiplier vs. HI.

    0.67 x 1.5 = 1.00

    Problem fixed Big Smile
     

    Germany

    I looked at the Ulhan and I see that it is too cost effective, but not population effective. On the other hand it is low in HP, so I thought of this following proposal.

    Make Ulhans 20% more HP and attack (Approx.), but make them 25%(Approx.) more expensive. Add a 0.8 (OR 0.75) multiplier against HI if needed.

    Current Ulhan 

    Cost: 50 food, 100 coin

    Population: 2

    Build Limit: NA 

    Range Resist: 30%

    Hand attack: 37

    Trample attack: 25.0, 3 splash, caption 75

    HP: 190

    Speed: 6.75  

    Build Bounty: 15 XP

    Kill Bounty: 15 XP
     

    This is what Ulhans will look like if the change is implemented:

    Note: --> means rounded up or rounded down. 

    New Stats 

    Cost: 65 food, (rounded up from 62.5) 125 coin

    Population: 2

    Build Limit: NA 

    Range Resist: 30%

    Hand attack: 44.4 --> 45.0, 0.80x (or 0.75x) vs. HI

    Trample attack: 29.6 --> 30.0, 3 splash, caption 90, 0.80x (or 0.75x) vs. HI

    HP: 230 --> 225 

    Speed: 6.75  

    Build Bounty: 19 XP

    Kill Bounty: 19 XP
    ______________________________________________________________________________

        If this change is implemented, many of you will see that Germany's military will cost a boatload of coin. To fix that, Invert the cost of the Dopplesoldner, 125 food, 75 coin instead of 75 food 125 coin. This will make the Germans more versatile, instead of building a really predictable, non cost-effective army.
        Seriously, It is extremely hard to obtain Dopplesolder (pikes are easier to get) to fight cavalry, and even if you get them out, they die so fast to Ranged Infantry.
        Even enabling musketeers would be a nice solution as well (it's not like they're OP), so they could have a more versatile military; not just a 2 to 3 unit spam (spams are really easy to defeat). 

    5 ulhan card reduced to 4 ulhan, 8 ulhan reduced to 6, 9 ulhan reduced to 7 ulhan, 11 ulhan reduced to 9 ulhan, 13 ulhan reduced to 10 ulhan.

    Also: All age 2 shipments now come with 1 ulhan instead of 2 

    Also: All age 3 shipments now come with 2 ulhans instead of 3

    Also: All age 4 shipments now come with 3 ulhans instead of 4

    Just a few ideas to fix the Germans.......

     

    from the hand of,

     

    murdilator 


    Skidbladnir:
    Leave Unction alone! If you don't like unctions boost i suggest you kill the missionaries giving the boost when you play the game.


    Murdilator: Taunt 26
  •  04-28-2008, 3:33 PM 687152 in reply to 685205
    KingJaques KingJaques is not online. Last active: 05-01-2008, 6:11 PM
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    Last Post: 05-01-2008
    Member Since: 04-20-2008
    Subject: Re: Balance Ideas for Patch 1.02 TAD
    murdilator:

    Hey guys, after this great patch (1.01 TAD) has arrived, I've started thinking of balance for 1.02.

    After a relatively bad experience I thought I better expose some issues.

     

    NATIVE AMERICANS 

     

    Aztec

        Eagle Runner Knight - This guy is still too good. He has a 1.5 ROF and only costs 1 pop. On the other hand he is not too strong in HP (considering what I'm going to suggest). He costs a lot, but the main problem is that you can get to many of them at the same time. Also, another problem is that they are actually countered by all asian types of cavalry (for instance, tiger claws get 2.0 bonus vs. them).

    I would compare them as a 1 pop cavalry archer at the moment. 

    Solutions - increase from 1 to 2 pop, +25 HP (Increased from 180 to 205), cost changed to 90 food and 60 coin to make them more affordable. Remove 'AbstractInfantry' Tag

    Card - Temple of Tlaloc Support

    This is the Card that gives Eagle Runners +4.00 range and 4.00 LOS. This too makes them very strong.

    Suggestion - Swap effect with Macehualtin card to +25% HP for all Eagle Runner Knights

    Macehualtin 

    Card - Temple of Centeotl Support

    Suggestion - Swap effect Now gives +4.00 range and 4.00 LOS to all Macehualtins. This will furthermore boost Macehualtins (even though they are excellent vs. HI now).

    Iroquois 

    Fine so far.

    Sioux 

    I like this civ better than ever now, but I still believe we could change a few things. They have a very expensive cavalry that is not very efficient late game. Hardly anyone uses them.


    Tashunke Prowlers

    These guys die too fast. They are fine in fortress, but should be -10 food and -5 coin cost. Also reduce Kill bounty and Build bounty to 21 XP. The Tashunke Aura is 15% of the base stats.

    Card - Marauders

    This card looks pretty good, but it really isn't

    - Current effect - 50% more Tashunke prowlers.

    To make these guys formidable late game, they would need a significant boost.

    Suggestion:

    Card - Marauders now sets Champion and Legendary upgrades to obtainable

    50% more Tashunke Prowlers

    Champion Tashunke Prowlers: Set Status to Obtainable

    Legendary Tashunke Prowlers: Set Status to Obtainable

    _____________________________________________________________________________

    This would be like the Yeomen card for the British. I think it would be a great boost. 

    Tepees 

    These things are really a bit overpowered, especially for late game.

    Suggestion - Auras reduced from 10% to 8%. 


    Team 2 Dog Soldiers and Team 3 Dog Soldiers Cards

    These cards are good, but they don't set elite, champion, or lengendary upgrades to obtainable!

    Here is what they do:

    :Set Status to Obtainable

    :Set Status to Obtainable

    :Set Status to Obtainable

       They currently have no effect that gives the players allies the ability to have elite, champion, and legendary upgrades!

     

    EUROPEANS 

     

    Spanish 

    Card - Unction

    This card is really lame and cheap. If in an industrial age+ battle, all the Spanish soldiers will have at least (depending on unit type) counter there enemy soldiers 63% better. I actually saw a skirmisher have 50 dmg x3 vs. infantry. I mean, killing a Sepoy in 3 shots isn't fair.

    Suggestion - Swap Missionary attack aura with a 300% faster healing rates. This will make them much more balanced, and I mean, why would a missionary spur on someone to fight?

    2nd Suggestion - Missionary attack aura reduced to 20%, healing rates increased by 200%. 

    Veteran Lancer

    This guy is really strong. I actually think that making him worse vs. other units, but same against infantry might help.

    Suggestion - Reduce all hand attacks by -25% (20 reduced to 15), increase bonus to infantry to x4 (up from x3) and -25 HP.

    British

    Fine so far

    France 

    This team is decent early game and OP late game 

    Coureur des Bois

    This guy is really strong. I think we should nerf him very slightly.

    Suggestion - Decrease cost to 115 food, decrease gathering bonus from 25% to 20% (EXCEPT on crates).

    Currasier

    This guy seems to beat everything, although he is not cost effective against his counters. I think that these guys are too good late game, but fair early game.

    Suggestion - Move from fortress aged stats to colonial aged stats

    They should look like this: Currasier - 417 HP , 25 Dmg, 6.25 speed, etc.

                              Veteran Currasier - 500.4 HP, 30 dmg, 6.25 speed, etc.

                           Gendarme Currasier - 667.2 HP, 40 dmg, 6.25 speed, etc.

                             Imperial Gendame - 875.7 HP, 52.5 dmg, 6.25 speed, etc.

                                   FU Gendarme - 1042.5 HP, 60 dmg, 6.25 speed, etc.

    Dutch

    These guys are pretty much fine, but have a few units that might need to be looked at.
     

    Ruyter 

    I have found that these guys and Ranged cavalry like them are too effective at hit and run, especially against hand infantry.

    Suggestion - Give Ruyters a 0.75 multiplier to HI

    Idk, but I don't like how these guys can just hit and run so easily, especially since they are very easy to mass.

    German 

    The only problem I've ever had with these guys is that they have no units that mainly cost food. They are missing a unit I think should be in their army. Their mainly hand army is decimated by ranged units, and they only have 1 unit that is 1 pop.

    1st Suggestion - Enable Musketeers and set veteran, guard, and imperial musketeers to obtainable.

    2nd Suggestion - Change Dopplesoldners cost to 125 food and 75 coin (instead of 75 food, 125 coin) so that Germany has a means of using its food (I really hate building 6 or 7 plantations late game with this team, even if I have factories on coin).


    Russia

    I rarely see problems with Russia now days, but I think some issues might need addressing.

    Early Game 

    It seems many people want russia to age faster, or have a better rush or something. 

    Suggestion - Add 1 starting settler, maybe -1 food crate
     

    Oprichinicks 

    These guys are Actually OP. I think that this should be fixed.

    Suggestion - Reduce Siege attack from 60 to 45, reduce all hand attacks by 25% (15 instead of 20), increase multiplier against villagers to x4 (instead of x3).

    Portuguese 

    I know these guys have a pretty slow start, and I think we should definitely improve it. 

    Suggestion - Add 1 starting wood crate

    Why? This will give them another building, create a forward base easier, build defenses easier, boom easier.

    Card - House of Brigbicana (Spelling?)

    This card is practically useless.

    Suggestion - Instead of free trade route upgrades, This makes trade route 40% more efficient (on all recourses).

    Ottoman 

    These guys are an almost-solid team. I think that the slow training of their troops really kills the Ottomans.

    Card - Olgan Training School 

    This currently gives -20% cost.  

    Suggestion - Now gives -15% cost, and -15% Train points for Janissaries.
     
    This will help balance the super-slow training Janissaries.

     

    ASIANS
     

    Japan

    I personally do not like talking about these guys anymore, but they have to be balanced.

    Wonder - Golden Pavilion

    This thing is just too good. It can 4 different auras provide (15% ranged dmg, 10% hand dmg, 10% HP, 5% Speed), plus it provides some advanced arsenal upgrades, and gives some units while going to the next age.

    Suggestion - Reduce all auras to 5%, and remove advanced arsenal upgrades.

    It covers the whole map, and this will make most of the Japanese units less OP.

    Yumi Archer

    This guy does too much attack, much related to the early forest prowler.

    Suggestion - Reduce attack by 2; possibly increase multiplier against HI to 1.75. 

    Consulate

    These are all fair except for Japanese Isolation. It seems that this particular one is the favorite of every Japanese user and is what makes them OP.

    Currently, Isolation provides +10% more land unit attack. It also unlock powerful mercenary units and upgrades.

    Suggestion - 10% Land unit attack changed to 5% land unit speed. 

    This will definitely help in the crazy attack all Japan's units' get.
     

    Upgrade - Bushido Principles

    This is a great upgrade, and it makes everything train in blocks of 10. This essentially becomes crazy late game, however, as a shogun can 10 morutarus (equivalent of 8 morters) or 10 flaming arrows (equivalent to 10 falconets) at one time.

    Suggestion - Bushido Principles only sets infantry and cavalry to be able to be trained in blocks of 10.

    Hatamato Samurai

    These guys are really insane - ronin with disciplined, honored, and exalted status.

    They beat all infantry (beat them too well); even completely decimate urumi swordmen.

    Suggestion - give a x0.67 multiplier vs. infantry, but a x1.5 vs. HI.

    This way they will no longer kill skirmishers, and kill hand infantry the at the same speed.  

     

    China

    So far balanced. Maybe a boost on wonders such as the Summer Palace (banner army spawn time)?
     

    India 

    Pretty much balanced. Would like to see Mansabders a bit more useful and maybe elephants more cost effective.

     

    ______________________________________________________________________________

     

    Feel free to comment and add any suggestions. I am open to any opinions.

     

     


    from the hand of,

     

    murdilator
     


    Sioux are ok they very good believe me my brother is a seargent and he beats  levers 29 with sioux.

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  •  04-29-2008, 5:16 AM 687351 in reply to 687152
    BHcataclysm BHcataclysm is not online. Last active: 07/09/2008, 12:14 AM
    Member
    Connecticut, USA
    Top 500 Contributor
    Total Posts: 308
    Last Post: 07-09-2008
    Member Since: 02-03-2007
    Subject: Re: Balance Ideas for Patch 1.02 TAD
    Why are you trying to fix Germans when they don't need fixing?

  •  04-29-2008, 9:57 AM 687394 in reply to 687351