Ballistics for scorps is one of the best balance changes ever

The change is sooo good. I’m loving it. :blush:
Bravo for the one who had the idea! (And another bravo for those who made it happen)

One of the best balance changes ever in my opinion. :sunglasses:
The Romans are the proof it won’t break the unit and yet the usefulness of the unit has exploded. In the past 25 years it was so frustrating to see the unit miss so many shots but that’s all over now.

Big onager hits are still the most satisfying feeling in the game imo, but epic scorpion salvos are not far behind. With this change (scorps are now affected by ballistics), we should get more of it. :grin:

8 Likes

I agree. I will go further with these changes:

  • Reduce base attack to 8/12 (elite)
  • Reduce blast radius to half
  • Add attack bonus vs cavalry +4/+6(elite).

I’m not, look balista so Op now

1 Like

Could be fixed reducing the attack, as I proposed for scorpions

This seems nerf overall rather than buff.

4 Likes

In some way yes. I think scorps should be specially good vs cavalry.

The pass thru damage will be way insignificant if the base attack is too low.

4 Likes

I think this needs to be a new tech as some strong scorpion civs are probably OP in some situation.

I like the change overall, but it is hard to tell whether it is too strong or not, because:

  • players (and especially pros) had a meta without scorpions (scorpions only used as masterpiece or as castle age counter to CAs), hard to tell how good it was before, due to so few people trying out
  • slow projectiles without balistics or attack ground tend to be easily dodged at high level, making old scorpion very weak at high level

For me it a a good change, and I think it is better to make it affect balista elephants as they are probably correlated to scorpions, and make then differ on the projectile may induce new bugs. Balista elephants should probably be nerfed in some way though.

I would not see a problem with Khmer/Celts losing siege engineering for example, or having onagers do mire binus damage to scorpions.

I dont think Romans need any compensation for losing the balistics advantage, they are still a much above average civ.

I do not see a problem with scorpions beating paladins in a chockpoint, I even see it as a positive change, because chockpoints should be where scorpions/onagers shine the most, and cavalry shine the least.

No, no and no. Its not a unit meant to counter cavalry but foot and ranged units. You can increase hp and give negative melee armor but these changes are awful. With 8 attack you might as well delete the unit line from the game.

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That’s the whole point of my proposed changes… Mangonel already counter all foot units better than scorps. The mangonel’s hard counter are cavalry, so scorps being the anti-cavalry option of the SW roster is not crazy at all.

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My poor poor Romans, THEY WERE GUTED my favorite Bonus given to everyone how can I recover from this.
But seriously I also like the change although I am still a bit scared of the Khmer with their new scorpions, I really wonder how the buff will affect them

Romans to the damn hell!

1 Like

Romans guted???XD they still have 30g Scorpions, the UT that makes them fire 33% faster and team bonus to reduce minimum range, with a civ that has strong economy… for sure guted.

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Where they truely belong :triumph:

We can have more bonus for Scorpions, like
-60% wood
+25% dmg for blast and pass-thru dmg

But Romans may not be a priority to get another scorpion bonus.

I proposed 2x pass through damage for Bulgarians at an exchanged of -50% food discount on siege workshop upgrades. Maybe that’s too powerful.

Just slow the projectile if balistics is researched. Problem solved.

Awful idea… What do you solve with this?

2 Likes

You still need to get the mass for scorpions, which is pretty hard in open maps. And Bulgarians have no BBC.