AOE-HD Is the Scorpion line balanced or does it need buffs?

United StatesTocaraca

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#1
Exactly what the title says. I personally think both the Scorpion and the Heavy Scorpion are mostly fine but I'd like to hear what pros think about it. Scorpions are sometimes used in castle age and is like a mini Mangonel against xbows, and Heavy Scorpions are kinda like Arbalests which are much better vs Huskarls, Elite Eagle Warriors, Paladins, and especially Elite Skirmishers, but worse vs siege weapons like Onagers and Bombard Cannons, and are less mobile. So are hscorps actually better on closed maps than arbs are (on not just BF, but also Arena, or other maps with less space to fight in, like Oasis) or are there still better options?
 
May 22, 2017
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#7
How about a Paladin with a Khmer heavy scorpion? And give it a Seige Onager so that it can kill archers easier. A good unit that is not too OP.
 

Belgiumspeer141

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#8
They should make each bolt have 5 tiles radius dammage and fix base dammage to 25.
 
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#9
Yes, they are better off with some buffs IMO, especially the non-heavy scorpion.

In the balance patch I had made I buffed the whole scorpion-line's speed by 10% and the non-heavy scorpion's attack from 12 to 14.
 

United StatesTocaraca

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Yes, they are better off with some buffs IMO, especially the non-heavy scorpion.

In the balance patch I had made I buffed the whole scorpion-line's speed by 10% and the non-heavy scorpion's attack from 12 to 14.
I agree with the movement speed buff, but not with the attack damage buff, since regular Scorpions already see a fair bit of use and can be better than mangos in a couple of situations.

All I wanna see if the Heavy Scorpion get 8 pierce armor. If the Scorpion has 7 pierce armor in castle age then the Heavy Scorpion logically should have 8 pierce armor in imp, right? They feel like they die too quickly to mass archer fire especially from units like rattans and camel archers to me, when they’re supposed to be an archer counter.
 

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#12

United StatesJoshuaR

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#13
The trick is to play them when the mangonel line is not available (stash them behind your gate in grave blood).
 

United KingdomHyunAOP

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#14
> Apply Ballistics (just to see a sheetstorm happen) DansGame

> Give heavy 1 minimum range Kappa

> Drop Frame delay for heavy to 4 LUL

> 8 Pierce is not a bad idea PogChamp

> The movement speed is nice as well as the 14 attack SeemsGood


I think what makes them harder to get right away is the 1100w 1000f cost and then you need 600w 500f if your civ gets access to siege of the engineers.

Their damage to rams and elephants seems kinda meh but that's not really a problem with the unit.

I like to use them on islands as defence vs archer landings :lol: and sometimes on arena or vs some plums and sheet!
 

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#15
Making Ballistics affect them would actually really help, especially vs plumes, cav archers etc.

I feel like the reason that Heavy Scorpion costs 1000 food and 1100 wood is because you don't need any blacksmith upgrades for them, so if you were to take the costs to fully upgrade Arbalests and the costs to fully upgrade Heavy Scorpions and put them side by side, it would be balanced. On Arabia, this doesn't really work, because you would've already had to research blacksmith upgrades earlier in the game, for units like Archers/Crossbowmen or Knights, meaning that having to get the Heavy Scorpion upgrade later in imp can be a big economy drain. It works in Arena and BF though, because you're less likely to be getting blacksmith upgrades, and after a smush you could go into scorps (especially for a civ like Khmer, except they don't get Atonement so their smush sucks) and not have to worry about blacksmith upgrade costs, only Heavy Scorpion and Siege Engineers (and maybe a unique tech like Double Crossbow, Furor Celtica, Drill etc).
 

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#21
Imagine Korean Siege Onagers with 8+3 range, only 1 minimum range (regular ones have 3 min range), and also affected by Ballistics, it would be the dream

Don't forget to add Furor Celtica, Drill, Ironclad, Torsion Engines, and the Slavs' 15% discount, for the best Siege Onager in the game! Kappa
 

United KingdomHyunAOP

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#22

United StatesTocaraca

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#23
Imagine Korean Siege Onagers with 8+3 range, only 1 minimum range (regular ones have 3 min range), and also affected by Ballistics, it would be the dream

Don't forget to add Furor Celtica, Drill, Ironclad, Torsion Engines, and the Slavs' 15% discount, for the best Siege Onager in the game! Kappa
And Portuguese 15% gold reduction on all units Kreygasm
And Chinese 20% cheaper Onager and Siege Onager upgrades Kreygasm Kreygasm
 

United KingdomHyunAOP

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#24
Imagine Korean Siege Onagers with 8+3 range, only 1 minimum range (regular ones have 3 min range), and also affected by Ballistics, it would be the dream

Don't forget to add Furor Celtica, Drill, Ironclad, Torsion Engines, and the Slavs' 15% discount, for the best Siege Onager in the game! Kappa
And Portuguese 15% gold reduction on all units Kreygasm
And Chinese 20% cheaper Onager and Siege Onager upgrades Kreygasm Kreygasm
Wow ultimate combo

ty gman
 

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