AOE2 DLC proposal - "Descendants of the Deccan"

Please elaborate those matchups

Skirmishers account for 80% of matchups, at least; Town Centers another 10%; in both cases neither unit can reach a damage value where +20 HP is better than +2 pierce armor. Of the remaining cases where LC could be useful, at least 70% of them are against units with a damage value below the tipping point.

LC have 2 base pierce armor and 60 HP, so…

Hits to kill (pierce) 5 attack 6 attack 7 attack 8 attack 9 attack
Bloodlines 27 20 16 14 12
+2/+2 60 30 20 15 12
Hits to kill (melee) 9 attack 10 attack 11 attack 12 attack 13 attack
Bloodlines 9 8 8 7 7
+2/+2 9 8 7 6 6

If played well, LC should never face melee units, especially if the LC are Dravidian quality without Wootz Steel.

The idea is to make Dravidian light cav good against melee units such as other light cav and Knights for map control in castle age. This will allow them to contest relics and siege pushes. It will address their gaping tech tree hole of vulnerability to knight+skirms push. Light cav + monks can contest against knights + skirms effectively resource wise. If opponent switches to cav archers, at least you can be sure your base will not be raided to death like knights spams currently do. You can also use your own skirms to deal with them.

there are several civs (eg Celts) which rely on their own mangonels to counter siege. Needing twice as many shots to kill a mangonel is not balancable.

i strongly disagree with this assessment for two reasons:

  • with a market having a lot of extra gold means having a lot of extra of any resource
  • no free bonus should be better than a unique tech. Especially not orders of magnitude better

based on history, Aztecs shouldn’t have trebuchets. History doesn’t matter when it comes to gameplay.

that doesn’t answer the question. how do you use this unit differently from other squishy high damage units? if it plays the same, it’s just another gimmick in a game with already too many gimmicks.

fair enough. on a civs without knights or elephants I can see this working.

doesn’t matter if this civ just wins every tower war.

how does a civ without BBC engage against tower spam? castles are not an option. wood only towers are an incredibly bad idea.

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Tamils civ based on current Dravidians does not get any heavy cavalry. But, Cets have upgrades upto palladin. Just 20 HP from bloodlines is not a game changer for kinght line. Palladins are still extremely good against Siege for any civ. But when civ does not get this option, they need to have option to push with a death ball which is more dangeous and survivable than celts. Tamil combo of monk+siege is easily beatable by light cav and cav archers with a bit of micro.

Agreed and changed

Agreed. Tech is changed to ‘mahouts’ effect of 25% faster elephants.

The unit has the fastest projectile speed in the game. That is its gimmick. This derives from historical british accounts of how they never saw a varali attack coming. The valari throwers targetted horses to the shock of rider. Again this is to compensate for their lack of heavy cavalry. But gives an option to stay at stand off distance.

Once you have Rams in the picture, tower rushes don’t really make a game ending move. It only gets worse after that. Current Koreans with +2 range towers will be nerfed before this design.

I still can’t see it that way.

Most of the bonuses and techs have been toned down and made simple with an emblem for all of the civs

The issue is really only in castle age. So unless this civ really has nothing else to beat other mangonels this is a stark advantage.

And in castle age knights without bloodlines are okay at best since they’re still knights but you’re getting 20% less hp bang for your buck

Well, in current design, the civ does not get bombard cannon. May be no Siege onager could balance it.

I said the issue is in CASTLE AGE. The fact your mangos trade perfectlY vs other mangos means they are more cost effective thann20% Hp might imply

Well, for one, mangonel micro is pretty tricky. Not all shots land full damage.
If it was problematic, the bonus can be changed to 10/20 % more HP in castle and imp. Just one volley of skirms or archers would be enough to even the fight. Once a shot is fired, opponent could finish off the unit with a single mangonel shot or diving with knights. It still gives Tamil civ that slight edge in siege push fights. Without this advantage, the civ does not have one of its legs to stand on.

@DynasticPlanet5 **Edit [Optional] Removed the debatable bonuses. However they are still available as optional in case they are need for gameplay addition later.