April PUP

i feel like the scorpion hp buff casuing bombard cannon not able to oneshot them is gonna be a mistake. incrase bbc anti seige bonus dmg by 5 to offset this

this froum still censors the established short for bombarc cannon…

If you’re using Bombards as a combat unit though, you tend to have more than just one. I normally have about eight give or take two. So even if they can tank one shot, the second shot ensures they die, and then the other 6 shots make extra sure. So I don’t think the HP will make the biggest difference honestly, but it is a nice change in my opinion.

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If you add +6 anti light cav to LS, they will also have utility in midgame Arena.

Possibly. I’m not entirely sure how Monks and Siege will interfere with that.

Anyways, I’m not an Arena guy. And for me it feels wrong to make changes in unit interactions for specific maps I don’t even play that frequent. Ofc when the Clowns ask for it, they shall get their wish.
But I feel for myself that’s not a topic I should discuss here in the forum, cause I would not have to endure the consequences.

Scorpions are one of the best units at early castle age, it’s fast to produce, tanky against archers effordable. With 1 mangonneau, 2 or 3 scorpions and few pikes you can make a lot of damage at early castle age. You can also deny a castle drop with scorpions, thank you to the fast production (if not 20 ennemy villagers building the castle).

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Come on, that’s absolute nonsense.
Sometimes we see scorps against CA cause they are just faster and you need more than 1 unit as CA otherwise just outmicro you.
But that’s really the exception and not the rule.

Sometimes we see even spears against mesos. Just to have some units out, doesn’t mean they are “good”.

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Agree, scorpion is “good” vs CA just in early castle age because of its low cost… In late castle age mangonel is always better because you can attack ground while scorps still miss targets in movement.

So this is too adjust BE or what? You got 10 food discount per elephant but have to pay 50 gold more for Devotion?
Need cost increase for monk techs, not anti monk techs.

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By AI, I mean actual machine-learned AI… not the hard-coded, human created AI, restricted by the math and algorithms hard-coded in, that I assume the AI you’re referring to is.

And if current AI you’re talking about is machine-learned, then okay, just wait a year or two to refine the machine learning techniques. If done properly, all will be as automated, efficient, and perfect as we desire


I was being facetious. I disagree with the notion we need or should have auto farm placement.

And I don’t want machine-learned ‘auto everything’

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What an illusion, machine learned AI wouldn’t be restricted. Ofc it is by both the initial parameters but also the learning algorithms.

And especially for games like aoe2 that has so many different “abstract” concepts - like how long do you think it will take a machine AI to develop the concepts of fully walling or the several semi-full walling bases we have?

I tested the PUP mainly to check the new qol features. The “autofarm” is very smooth. It will be super easy to spam farms. In imperial age it will be quite easy to select a group of idle villagers and place a mill surrounded by perfect farms in no time, when you start preparing for the late game. It feels good, but it will be bad for players who already have the habit of placing good farms. It should also have an impact in pro scene. Lower APM pros should reduce the gap with high APM pros in late imp farm spaming (one of the several Hera’s advantages).

About the auto scout, it should also have a huge impact in late game if you keep 3 or 4 LC/Hussars in autoscout mode, not only to find resources but also to spot your opponent’s hidden bases.

These two qol features should have a much higher impact than the drop off resources qol.

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Auto scout stops once the entire map is scouted, so it’s not really useful to wait until that late to reveal the map :wink:

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@casusincorrabil I just started a DM game (explored map) against the AI and put the hussar in auto scout. The hussar started moving around the map. Is this behavior different in random map?

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Possibly the actually implemented mechanic is different. I mean there are maps like BF you never fully scout anyways.
So idk exactly how it works, but my experience is that the auto scout at some point just stops moving.

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Does it work on mill foundation? Or the mill has to be built first?

It worked with mill foundation. You have to set the foundation, then shifth click the farms over the mill foundation and the farms start spaming in order. The mill doesn’t have to be built.

Also, if you select a group of vills and shift click farms in the center of the TC; the farms will start spamming in order just around the already built farms. It’s very easy to get used to it, you just have to match the number of selected vills with the right clicks in order to not “overfarm”.

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errrrrrrrrrrr?..Why nerfing devotion tech on 2nd pup? monks are so oppressive in every match already and the effect of the tech isn’t even impressive. If the dev wanna buff elephant then at least don’t nerf the anti-monk tech, my god. 1 step forward, 1 step backward, in the end, elephants are still bad to train.

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From what I’m seeing in Advanced Genie Editor, it looks like the ranged version has +1/2 against spears. The melee version has +0 against spears (both normal and elite)

This would affect knights as well (and technically all other units, but knights are another major beneficiary from the Devotion tech)

I believe that it only needs to be 1 to guarantee a one-shot. Heavy Scorpions may survive, but just barely (as in a single skirmisher bolt would be enough to finish them off). And for Burgundians, they should still one-shot (as well as Bohemian Houfnice). Heavy scorpions will still be pretty hard countered by BBC, given that scorpions are still slow and heavily outranged. And while Scorpions are relatively cheap for a siege unit, they still come with a hefty price tag that makes them expensive to mass. Romans might become a bit too strong with heavy scorpions, but they can be adjusted as an individual civ (if neccesary).

It doesn’t make sense. Bombard Cannon still be hard counter to scorpion with heavily outrange and only 2 bombard need to one shot them anyway. Also they are even faster. Honestly I don’t think that chnage make much difference.

Scorpion need to be as fast as bombard at least which can change in next balance patch. Bombard is already too strong as late game seige unit which make Onager and scorpion kind of useless. It is almost impossible to win late game with civ without Bombard cannon and Redemption + block priting monk against civ with bombard cannon in similar skill level.

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Stop the auto-all please!
What will be the next step ? auto-villagers ?
The game loses all its charm :sob:

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