Community Balance

there is also a base consulate difference of another +10% stats as well to consider actually.

The dutch blue guards is a normal muskets gets instant guard and then +30% in imp.

I would rather just manage them as two separate units instead of accidentally causing a change to japan because of something happening to dutch

When +10% become the only difference, it is fine to me, like making it cost higher and train longer at Forts to balance it if needed, and maybe reducing the numbers of unit the card and the church tech delivering.

They are variants of Musketeer, and the Musketeer has already so many variant. There do not really needs 2 type of variants of Musketeer that have same reference, same name, same skin, same promotion capability and (most importantly) both can upgrade automatically, however they become 2 units just due to such a little bit difference that can be replaced with one of effects of a card. I just want to make it simple, and there are many cases to enable consulate units at Forts. The change will never affect the Japanese, since the unit is based on the current one in the Consulate, and the change will only affect the Dutch by a Dutch card.

I would keep humbs long range but maybe reduce their speed. I personally like them more focused on artillery and worse all around.

1 Like

As far as Malta I’m beginning to think they’re not AS bad as I once thought (my thinking changed after I hit 1600 basically just building sentinels). Credit to @platypus_slayer1 he tried to tell me sentinels were good and now I have to agree at least up to early age 4. Any buffs to them would probably need to be age 5 only.
I would prefer wall guns was an outpost upgrade cost (maybe more range or something). But I am a fan of the culv shipment.
The eco changes I like. Not sure about any falc changes. Would just prefer a buff to standard order units with a card.

3 Likes

Could be totally reasonable, there’s a definite power spike at Flintlock, but after that they really fall off in late age 4. That’s not necessarily bad though, I’d really like them to not suck in age 5 though.

Mainly a treaty thing. No horse art kinda hurts. To the Order units point, I came around to the opinion that civs getting other civ’s UUs is kinda not cool, so ideally I’d rather see them get buffed too much.

1 Like

Honestly many of the proposals are nerfs too invasive and could destroy either the uniqueness, functionality or gameplay of the civs. It is clear that the proposals come only from hatred or ignorance of certain civilizations.

I suggest taking into account the game statistics and starting from there, in which case most civilizations fall into the 50% win / 50% lose range.
The opinion of top players should also be considered as prioritary, in which case most civilizations fall into tier A&B, and only Ottomans, USA and England in S tier.

Thank you, it’s so annoying they never removed the multiplier from the best 2 pop hand cav in the game that never needed this boost.

4 Likes

No, not everything has to be 1v1, which has lead to unreasonable nerfs

1 Like

I agree with making some radical changes. You can try it out first and promote it in the player community for testing. If it’s too strong, you can partially callback it

Radical changes are not the way to go, it’s a knee-jerk reaction even devs fall into. Buffs and nerfs need to be very small to start and address the most glaring issues.

Remember that if you nerf a civs eco as well as its units, they will compound. They’ll have less of said unit and said unit will be weaker. It may be warranted but not right away.

6 Likes

I’ve got a few changes in the works that I want to get some feedback on before I finalize (mainly on the AK rework).

Also I’m wondering how many instances there are of units getting rebalanced, but cards/techs/big buttons sending them not getting adjusted accordingly. Germany’s BR card was mentioned, are there more that were missed?

Units

Royal Musketeer

  • Decreased melee resistance to 20%

Sebastopol Mortar

  • +2 LoS in age 3 (32>37>42)
  • Explosive Shot
    • Increased damage to 75
    • Increased artillery multiplier to x1, infantry multiplier to x5
  • Solid Shot
    • Increased artillery multiplier to x0.3

Their initial LoS is so low that they often end up in a suicidal rush to the front lines instead of actually using their range. The explosive shot mode was also totally useless as it only did 20% the damage of the solid shot so I’ve reworked it to be specialized against infantry. I also increased the solid shot artillery multiplier slightly so it wasn’t worse than the explosive shot, however this still isn’t enough to affect any major break points.

Arrow Knight

  • Changed tags from heavy infantry to ranged shock infantry
  • Artillery multiplier vs Arrow Knights removed (hopefully I didn’t miss any)
  • Base range reduced to 28 (+1 with each upgrade)
  • RoF changed to 3
  • Attack increased to 17
  • Artillery multiplier increased to x7, cavalry multiplier removed
  • Resistance changed to 20% siege, 20% ranged
  • Health increased to 175

Changing to ranged shock infantry is the goal here, but I’d like to go a little further with the rework. Being ranged shock infantry with x0.75 vs cavalry seemed wrong, so I’ve dropped the attack slightly to get rid of that and given them a bigger artillery multiplier to compensate. To make them more anti-artillery focused I went with a slower RoF (more damage per shot), and shifted some resistance to siege. Giving a little more health is partially to compensate for the resistance change, and partially to allow them to be over the break point of getting one shot by most artillery. Finally I locked some range behind upgrades so they aren’t quite as strong initially. Even though the are ranged shock infantry, I am reluctant to change speed since the hit and run potential could be too great at that range. And their range must be enough to deal with massed Heavy Cannons (28 range), so 29 is probably the lowest it could be reduced to without changing the unit drastically (such as being much faster and tankier). Overall AKs with these changes will be much better against artillery but now have a weakness to heavy infantry.

Trading Post

  • Build time increased by 25%

All the astroturfing calling for a cost increase to 250 seemed much too excessive to me. However, I think they had a valid point, so I’m giving a slight nerf targeting build time.

Cards & Techs

Mosque Construction

  • Reduced discount for Palace Intrigue technologies to 35%

Grapeshot

  • +0.5 AoE to all artillery (except Culverins)
  • +0.25 infantry multiplier to Organ Guns
  • Removed effect on packing and RoF

This should make massed OG less cancerous, and give a little boost to Portugal’s other artillery.

5 Likes

please nerf ordenaça army train time, fron Portugal church card

3 Likes

Some stuff I would love to see for Malta:

  1. Change the “Teutonic Knights” church tech; it simply sucks. 20% MV for 25% attack is just a bad trade.
  2. An Age 5 buff for Sentinels…they dont suck in age 1-4 but really fall off a cliff lategame.
  3. A unique tech for fixed guns…or at least a permanent/repeatable shipment in Age4 (maybe add some wood on top to make it comparable to other repeatable shipment resource-vise). Its kinda lame that there is nothing for these bad boys in your homecity apart from “frontier defense” and “team building hitpoints”.

Agree, better leave 1v1 & team games as it is with minor changes, and make a mod to separate 40+ TR games with a special balance

There is a strategy with Germany that makes the drummers accelerate troops at an absurd speed. That should be nerfed.

Team games need most changes proposed for treaty too. Games doenst end in 4 min, you know?

For example organ guns. They are not an issue in long treaties but they definitely are in team games and short treaties.

Same for Mexico, maybe is fine in 1v1, but not in teamgames.

It is easier to learn 1 set of stats, bonuses and effects instead of 3 complete different games. People dont play just a single gamemode.

Abus gun is the only skirmisher of the Ottomans, by removing the ranged cavalry multiplier you are making the civilization unplayable, thoughtlessly

1 Like

bs, regular skirms only do 1.5 against ranged cav, abus will still be better than any skirm in the game against them because of their high siege damage.

1 Like

Azaps are probably the best anti Light Cavalry unit in the game. Abus on the other hand over preform vs Skirmishers so it’s not like they’ll only be good vs heavy infantry either.

1 Like

Slightly off topic question, does anyone have YouTube videos on how to mod AoE3? It could be fun to try

2 Likes