Sometimes you get what you ask for --
The game's balance has been devolving into boring playstyle for some time.
The game's balance has been devolving into boring playstyle for some time.
Useless units don't have their place in the game, unless they are in the scenario editor.buffing malay and nerfing incas. They are defying logic once more.
I dont care about Sicilian, Burgundians or Cumans ballance changes since they are all terribly designed and can never be ballanced anyways. Also hope Steppe Lancers will stay a useless unit.
So where is the Chinese/Mayans nerf?
"Bare Minimum of unit variety" Cmon that unit didnt even exist for 90% of the lifetime of this game.Useless units don't have their place in the game, unless they are in the scenario editor.
EVERY SINGLE UNIT present in the tech tree should have a frequent enough use imho, considering a varied map pool.
If a tech tree unit is almost never used, it should be buffed. Period.
That's not even a balance thing, that's just preserving a bare minimum degree of unit variety.
P.S.: On the flipside, even if we rarely talk about it, I think there are military units that are too often used (close to in every game).
I'll make a confession...or any gameplay to be honest.
And did you feel a bit stupid about yourself playing that?I'll make a confession...
I made flaming camels once. It was usefull too. But only once. Not even twice.
If you lure 3 deers you can delay first farms till you get hplow!! Its feels great! At first glance it may look only wood upgrade but thanks to +1 carry it also helps a little at food gathering too...
Lmfao what are you talking aboutIts good for the future of this game if meme units like flemish militia, Flaming camels or Steppe Lancers are never gonna be seen in competetive play, or any gameplay to be honest.
Franks' economy bonuses are not absolutely broken at all (just have +15% faster foraging and free farm upgrades, the former of which is only a dark age/early feudal bonus and the latter of which saves quite a lot of resources but doesn't do as much as, let's say, the Slavs economy bonus), it's the way they synergize with the 54 HP scouts that makes them so strong in the early game.I feel like Burgundians are the next Incas, the civ everyone will complain about because the bonuses are not overpowered but difficult to anticipate and counter without game knowledge/foresight, and can be creatively used to abuse meta players.
Meanwhile, Franks will rise to ~57% since the change w/ bearded axe is actually a buff to Franks in 1v1 situations imo, doing nothing to address their absolutely broken eco bonuses. Similarly, Chinese will continue to be buffed despite being overwhelmingly successful in top tier play, but viewed by plebs as a bad civ because they can't do anything to avoid idling their tc in the beginning.
Such a shame.
It's a unique tech, not a civ bonus. It will most likely be researched long after monks are used as a viable counter to ktsSicilians will be too strong. You can't counter scouts or knights property.
Riiiiiiiiiiiiight.Franks' economy bonuses are not absolutely broken at all (just have +15% faster foraging and free farm upgrades, the former of which is only a dark age/early feudal bonus and the latter of which saves quite a lot of resources but doesn't do as much as, let's say, the Slavs economy bonus), it's the way they synergize with the 54 HP scouts that makes them so strong in the early game.
I don't think Franks need any nerfs anymore
"Better knights" is much more marginal than it comes across here considering it is effectively just free Bloodlines. And gives Cavalier... +4 HP.Riiiiiiiiiiiiight.
Nothing wrong with this at all!
...add some cheaper castles at 488 stone.. better knights, and their unique unit just happens to counter pikeline. If the uu doesn't work, don't worry -- you have HC and can utilize BBC!
This is fiiiine
As long as all the stupid content that the devs are adding to the game is useless in a actual competetive game then we can just ignore it and everyone is happy.Lmfao what are you talking about
Maybe if inca vill only benefit from attack upgrades and then only gain pierce armour from blacksmith techs and not any melee armour
Could be okay
Defensive, synergizes well with going for m@a into eagles. Plus it would supposedly still increase pierce armor which helps vs other towers, archers, TCs.What, exactly would the point of that be? No one would research forging for attack upgrades on vils if they don't have armor.
"Everyone is happy" with cool units being useless? Okay buddy. Maybe you and lechracheursagacite are happy. Not everyone is.As long as all the stupid content that the devs are adding to the game is useless in a actual competetive game then we can just ignore it and everyone is happy.
Nah, they just couldn't implement it properly. I ran a few tests using both the official range line and Age of Mandala; the correct one is the "unofficial" one (Age of Mandala). The range does depend on the number of exact tiles. If you want to check it, just try with a town center/tower/castle in the scenario editor.Also note that the range showed by this new function is slightly different than the one showed by Age of Mandala, I guess the range calculation was a bit more complex than simply the number of tiles from the limit of the building.
bruh you gotta @ meMaybe you and lechracheursagacite are happy
For the record I would be happy if most of the civilizations added after African Kingdoms (and also the Indians) were removed, but it's just not realistic.bruh you gotta @ me
Never say never.For the record I would be happy if most of the civilizations added after African Kingdoms (and also the Indians) were removed, but it's just not realistic.
Unfortunately I have succumbed to the "time heals all wounds" effect and now actually enjoy a lot of the new civs/units.Never say never.
I believe the scientific term is "Stockholm Syndrome"Unfortunately I have succumbed to the "time heals all wounds" effect and now actually enjoy a lot of the new civs/units.