I don't think bringing up Realms when it's clearly not what was asked for is very helpful, specially for your cause...
I don't get why people are against having a proper water balance. From my point of view the introduction of the new units has improved water fights by a lot. I know that might be unpopular but hear me out:
- Before there was just one unit in feudal and thus water wars were exclusively mass and micro. Miss microing or massing a bit slower was what decided the games, if anything different happened it was a landing and that did not happen often.
- so the ships give alternatives to 1 unit wars and allow more diverse strategies
- feudal fires are not op, sure, you can get water control quickly but in order to actually use it you either need to switch onto galleys or land as the short range makes fires useless for attacks on land. At the same time they offer a potential counter against a player that is ahead a lot of galleys in feudal which basically made it impossible to comeback in the AoC balance
- demos are needed as a fire counter apart from mass galleys but also add the possibility to catch unit in shallows or on the coast and thus add an interesting facet to the game as well
In my opinion good strategy and adaption is more interesting than just seeing who is best at following one build and waiting for the first mistake.
You're right, the problem is just that it's slower paced and "less fun" (although I personally do not enjoy Galley micro wars, they feel so shallow and repetitive to me).I don't get why people are against having a proper water balance. From my point of view the introduction of the new units has improved water fights by a lot. I know that might be unpopular but hear me out:
- Before there was just one unit in feudal and thus water wars were exclusively mass and micro. Miss microing or massing a bit slower was what decided the games, if anything different happened it was a landing and that did not happen often.
- so the ships give alternatives to 1 unit wars and allow more diverse strategies
- feudal fires are not op, sure, you can get water control quickly but in order to actually use it you either need to switch onto galleys or land as the short range makes fires useless for attacks on land. At the same time they offer a potential counter against a player that is ahead a lot of galleys in feudal which basically made it impossible to comeback in the AoC balance
- demos are needed as a fire counter apart from mass galleys but also add the possibility to catch unit in shallows or on the coast and thus add an interesting facet to the game as well
In my opinion good strategy and adaption is more interesting than just seeing who is best at following one build and waiting for the first mistake.
i dont really like new water meta but i think the main reason is that we are too lazy to try new things, i don t think people really explored wk water
I didn't asked anyone to do it, i asked if there's one already existing. Please read again.
Thanks,
bruh_
Everyone is giving their opinion anyway. Nothing wrong with expressing an opinion about a certain subject that the OP is related to.He asked if there is a mod and/or if it is possible, not your opinion
really ?Good luck finding someone else to play it with you though, you might be the only person in the world who misses the old water meta.
Yeah and guess what, it doesn't work, because demos aren't a good enough counter unit, so Fire Galleys are overpowered.I think the new water is great. you have rock paper sizors like on arabia land army in feudal instead of just playing mirror vs the same type of unit.
you do demos now and them and galleys ? maybe in late castle/early imp
Alright, no way I'm gonna argue with the water player 11really ?
i just missquoted xDWait. What?
I'm so confused. I have no idea what you're saying. I expect English isn't your first language though.
Thats not right mate <3I think the new water is great. you have rock paper sizors like on arabia land army in feudal instead of just playing mirror vs the same type of unit.
This is why water balance is so **** ATM. This doesn't fix anything! We still have completely mono armies with the exception of the occasional demo ship!On Nili’s stream yesterday Viper said he thinks that already early to mid feudal transition to galleys makes sense - he said, essentially when you have 4 galleys and fletching and a demo, that’s better than staying on fire galleys
I can’t judge though
I agree, if you actually want to make demo's somewhat viable in early feudal, they need to be able to at least one-shot fires.My opinion is that they could easily fix this by making Demolition Rafts one-shot Fire Galleys
They used to have a higher blast radius, but that made them OP on shallows or on maps like water nomad and bog islands.and I would personally also give them a higher blast radius.
I don't think ships need to be able to kill fishing ships more easily, it's already too easy to kill the opponents fishing ships imo.This would help them destroy clumps of Fishing Ships more effectively,
Therefore demo rafts would always be a good choice against fires, even in the earliest of feudal.
Move Careening to feudal, and make it a bit cheaper. There. This cancels out the effect of Fletching which fixes the issue entirely.Another problem is that galleys are affected by the fletching-line, so they get more worth it once you get those upgrades, which means they're not really worth it before you get that upgrade, or they get too strong after getting that upgrade. For Castle and Imperial Age it doesn't really matter, because the upgrades are really cheap and pretty fast to research and you most likely will already have a few units before you get the upgrades. Since it's not the case in Feudal Age, it just makes Fire galleys and Demo Rafts even more viable in comparison to Galleys.
Then nerf the other ships vs fishing ships, so that demo rafts are comparatively as good.I don't think ships need to be able to kill fishing ships more easily, it's already too easy to kill the opponents fishing ships imo.