Have another suggestion for decreasing stonewall power.
Rams get + 100-150 around vs stonewalls.
Rams get + 100-150 around vs stonewalls.
Have another suggestion for decreasing stonewall power.
Rams get + 100 or something vs stonewalls.
It has not much to do with my like or dislike of walls. Stonewalls cost so less for the protection they give you. 10-20 piece of stonewall to defend an area, or a battering ram to blow through it, which costs more? Not to mention this is to increase your chances of getting in stonewalls for that futile effort you give before mangonels crush your rams.Have another suggestion for decreasing stonewall power.
Rams get + 100 or something vs stonewalls.
You don't like walls, do you?
A Siege Ram already do 176 damage against buildings + 10 per garrison unit, one of them blow a fortified wall in like 20 strikes
Walls are fine as they are, with AOFE three seconds more to build a stone wall, they are more underpowered than overpowered against rams...
Think about the one who has to defend his wall a bit, he don't want his wall destroyed and need time to bring some melee units to destroy the rams, if the wall is broken in like 20 seconds it will be very unbalanced for the players who want to play defensively, it will even crap out the **** of Koreans again who are the typical turtling civ
+1You gotta ask yourselves wheter you want to balance the game for a competetive, high level, or for the lower levels. A lot of these proposals I'm reading seem like low level changes that will only make it worse on a competetive level.
Well ofcourse the ram player is not trying to enter a town with a single ram only (unless you are feigning an assault). While ram can only kill buildings, mangonel helps kill army.Speaking about costs, a mangonel cost 60 gold more than a ram and will cause splash damage on your own stone walls
But if the cost is the problem, well I'll tend to agree, walls are cheap for the protection they give. Maybe a 3w palissade/6s stone will be a good idea? I'm afraid it will affect negatively the middle/low-tier civs who really count on walling to not getting eco rushed...
And by the way, I'm the kind of players who use walls rarely.
You cant really make sure every civ is balanced perfectly for all maps, especially ones with water. These bonuses, especially no.1 can make koreans playable on land maps and atleast increase their chances of surviving on water maps. If you are talking about making koreans as good as hun or vikes on a baltic-type map on an early age, it is not good for the overall game balance.I think it can be either:
1). Economic upgrades cost -50% food OR
2). Lumbercamp/Miningcamp upgrades dont cost wood.
play more maps (eg. baltic)
these aren't going to keep them alive
You gotta ask yourselves wheter you want to balance the game for a competetive, high level, or for the lower levels. A lot of these proposals I'm reading seem like low level changes that will only make it worse on a competetive level.
That's what the developers of TF should ask themselves and then get feedback from the desired target group.You gotta ask yourselves wheter you want to balance the game for a competetive, high level, or for the lower levels. A lot of these proposals I'm reading seem like low level changes that will only make it worse on a competetive level.
His post looked like a reply to yours and not mine to be honest. He didnt quote my post at all, and replied just after your post with your big list of changes.
Please dont claim to know what changes he meant are bad. It would be better for him to make a reply than you to spread a very likely wrong interpretation of his words. :evil:
You cant really make sure every civ is balanced perfectly for all maps, especially ones with water.
Yeah sure. Surprising to see a 12 pages-thread with not one new idea from +2k/Medieval Wars players.
The problem is, how will you give every civ a saving of 100-150 res at the start of feudal? That's not a feasible option IMO.
Free double bit axe is something that makes korea go from a bad civ early feudal to something well above average. The slow gains of 50 res time to time will make koreans better than what they are in aoc at watermaps, playable but not extraordinary on land.