I was feeling after the update it will be fun to play ottomans but i am really feeling sad right now. The most disappoint thing is new vizier features.
I hope i am missing something.
What do you guys feel about it?
I was feeling after the update it will be fun to play ottomans but i am really feeling sad right now. The most disappoint thing is new vizier features.
I hope i am missing something.
What do you guys feel about it?
They got the horse archer atleast.Also janissary now less effective against horses but we need to test more of course.Its was fine update but it need polishing.
I dont know as i checked their range is so short also attack time is so slow also they are more expensive than sipahi
Yes they have less range then archer because archer needs to counter them but they fire 2 arrow.I think they will be ok.We will see.
i was hyping about possibility of new landmarks because they dont give us many variety. Maybe because of that i am feeling this way
They ruined janissary tho they are counter by horse and archer,its bonus damage removed its over for them.
Have you tried using them with Mehters?
I think the Ottoman changes are one of the best changes in the list.
Janissaries are more streamlined and work more like other units.
You can get Great Bombard with vizier point, more choices with vizier point. I think its amazing.
Some nice changes such as the +25% faster producing military schools point being combined with the point that enables jans and knights. Late game they are nerfed though because jans and knights now produce 25% and 28% slower respectively. The extensive fortifications vizier point is nice to defend from early armored units and to make early 2tc more viable. Great bombard point is nice for tempo.
The cavalry archers seem a trap though and not worth a point, just a worse version of rus horse archer and doesn’t really serve much of a purpose.
I dont think they are that bad. But thats me
What is the point of getting free great bombard? This is so ridilicous vezir point ever. Jans will suck again. Ottomans will suck again.
Devs im writing this for you.Ottoman vizier points were fine.Problem was the Istanbul Imperial Palace you guys get out of the road.The 4th line of vizier point only applied with that landmark.I suggest revert back the vizier points add a 4th line for Istanbul Imperial Palace landmark.Also you should be able chose only one of those 4th line bonuses.
What can be at 4th line:
Blacksmith aura increase villager train speed by%15
+1 Military school limit
Horse archer with cheaper version and with faster train time its stat should remain same(i may come with better option for this one)
OR
For the third bonus it can be that defensive bonus with improved attack bonus because it will be special to only this landmark.Like garrisoned units attack with +4 more damage and +4 bonus damage to armoured units.Also %10 cheaper defesive buildings.
And you will be able to chose only one of those.
Also its not about this post but remove farimba garrison units turn it back to orginal self and give it a unique imperial tech that makes it good imo.
Edit:Also janissary company vizier point can be replaced by horse archer.Which it will be same attack damage with normal archers but it will be attack twice like in the beta.It will cost total 120 resource with 90 health and 1.6 attack speed with 5 range , 1.75 move speed.
Somebody please tell me what is the point of having Jans? They are countered by cav and archers now. Please devs delete Jans from the game, you will be happy.
Janissaries still destroy all melee cavalry in the game
In imperial with all tech they are now stronger against MAA. So they are a crossbow-like unit that can also counter horsemen which is amazing.
The big problem i see with the PUP is that i have no idea how you’re supposed to counter great bombards.
Imo you got to share more specificities. It’s not enough feedback to just say "I’m disappointed "?
While they do finally have access to a Horse Archer unit, it’s somehow called “Cavalry Archer” which doesn’t make sense considering that there’s the unit called “Horse Archer” which could’ve just became a shared unit.
Well it’s a very different unit stat wise so they can’t just give it the same name. At least what they could do is give it the turkish translation (like they did for the french crossbowmen) or quickly pull whatever historical horse archer unit name could fit.
What I was thinking is that they could’ve just turn the Horse Archer into a shared unit and have that be available to the Ottomans. This was a missed opportunity.
There are many things to say about the Janissaries:
1). Boosted cavalry: Well, now (9th season) in post-imperial the light cavalry has more HP with the new Biology upgrade. Example:
2). Damage reduction: That added to the Janissary’s damage reduction against cavalry, would make them less effective against it.
3). “Janissary Guns Updated:” Jannisary guns now have their attack increased from 3 to 5, thus increasing their damage against most units in general.(Maximum: 25)
4). Chemistry, “No more”.- However, all handcannoners have been partially nerfed, as they do not receive extra chemistry attack, and instead with the Serpentine cartridge technology, they acquire the function they had in AoE2 (anti-infantry melee). Overall the Janissary max attack reduction is from 28 to 25.
Janissary, Total damage vs cavalry in Post Imperial (8th season): 28+20 = 48
Janissary, Total damage vs cavalry in Post Imperial (9th season): 25+15 = 40
Handcannoner, Total damage vs cavalry in Post Imperial (8th season): 35+7 = 42
Handcannoner, Total damage vs cavalry in Post Imperial (9th season): 35 = 35
5). Handcannoner vs Janissary.- As you can see there is a reduction of 8 points of damage for Janissary but 7 for Handcannoners, in general, due to the developers’ desire that Handcannoners can be countered more effectively by cavalry in post-imperial, and not be invincible to the Order of the Dragon (These did have a broken combo I must admit, hehe, I play (a lot with them).
That being so, the Janissary becomes a handcannoner with more attack speed and anti-cavalry bonus, but less HP and weakness to foot archers (only foot archers).It retains its ability to repair siege.
In general, the diffrence of attack aggainst cavalry between Janissary and Handcannoners was reduced only 1 point in post-imperial (48 to 42 = 6, vs 40 vs 35 = 5). However, it does affect, if we consider that this change was to balance the handcannoner against cavalry, but not against the Ottomans, whose gunpowder unit was supposed to be precisely anti-cavalry
SUGGESTION.- Since the Janissary is not going to be an anti-infantry unit anymore, as its counterpart Handcannoner is, then I could suggest:
Increase its anti-cavalry bonus further: Return its attack ratio to 2.15, with a large increase in its anti-cavalry bonus, if this function is to be improved.
Another extra bonus: If we are going to make them pure anti-cavalry, have them have some melee attack (saber) with anti-cavalry bonus, so they would differentiate themselves from the Streltsy, whose attack with giant axe is huge (60) and works better against infantry.
I dont agree with you since normal hand canons are nerfed too im fine with janissary as long as it didnt take extra damage from every ranged attack.