I agree with you. The thing with free barracks upgrades though is, that they also affect the pike and eagle line which are already quite good.
I think supplies is just the weirdest tech in the whole game. Apart from being an absolute noob trap, it is way too expensive in early game and doesn’t really matter in Imp. Also why does it cost as much as bloodlines while only affecting ONE unit line whereas bloodlines is a permanent buff for up to five units in one tech tree. In my opinion supplies needs to be changed or the cost has to be shifted to mostly gold or just a bland big discount on food.
Also a speed increase to 0.95 is too fast, as Celt LS would be as fast as eagle scouts. LS is an expensive unit but has still quite good stats. Idk if that’s a bit too strong.
They are a good trash counter in the mid to lategame, but beware making them in trashwars. There your Gold is better invested in Siege.
Supplies made them actually viable in certain lategame situations with well protected bases and that’s exactly how we see them used right now, at least in pro games. But these states rarely occur in standard 1v1 because these games are often decided by mistakes of one player and lategame + siege push is only a thing if nobody made a huge mistake before. Finally they have a nice usage, but it’s still situational and I would never advertise making them for newer players if they don’t know why this works in that kind of situation and which are the parameters to decide going for that strat or trying something different.
As I said, I think champs are now fine in that role, besides I would consider just giving them a slight buff so they can execute it even more efficient.
But I would like to see a different lategame heavy infantry unit to actually complete the tic-tac-toe principle of the game. I don’t think Champs should be buffed to compete with arbs or heavy cav because they have their situational usage and I like how they play it atm.
I don’t like that it may trick unexperienced players into stupidly playing militia. That’s why I prefer to add a different line to the barracks to make clear the purpose of militia is to push and force the enemy to invest a lot of gold in fighting back that push. Archers and Heavy Cav are still the stronger lines and Champs can’t really compete with them, because they lack both range and mobility.
Is there actually any reason to make longswords? I mean MAA is still quite useful for an early push/rush, but longswords?
so basically you need something like a 2 to 1 champ to knight line advantage to win.
which means you need more units. which means you’re using more population/supply to win battles.
which means you’re not being as population/supply efficient.
Speaking of Champions, I discovered a bug with Viking Champion HP in-game and I was wondering if it would affect gameplay, could anyone look into it? Here’s the link the to the thread: Viking Champion HP Bug.
Well in melee vs melee the effect isn’t that big considering if both players have the same level of micro. And if the players micor the one with higher mobility and better pop efficiency will always have an advantage. So even if micor is involved, I think the knights perform even better,
And if we set up a theoretical 1 knight vs 2 ls, the knight wins with 15 hp left. It’s quite a close matchup, but I think knights have still the edge. And I would wonder if it wasn’t like this - why the knight rush is still the most favourite play in fc if ls would beat knights?