Elephant Archers Suggestions

So what improvents exactly? And will these make the unit usable in competitive scene???

Their fire rate is ridiculously slow combined with their mediocre attack makes them a poor fighter, buffing them to other archer level or just better than what it is will make them a strong overall unit, halbs will be less of a counter, they’ll do okay against cavalry and Camels.
Also 5 range is a possible buff alongside since they don’t have the mobility of a cav archer to justify the 4 range

2 Likes

Even with all these changes though, i still dont think they will be ever used in competitive scene outside of memes

Honestly, I think the biggest thing would just be reducing their upgrade cost.

If their purpose is to be a meat shield for opposing archers in a similar manner to Rams, then the current upgrade cost is WAY too high. The battering ram -> Capped ram upgrade costs just 300 food, while the EEA upgrade costs a ridiculous 1000 food and 800 gold. That’s the equivalent of Ten elephant archers! And it gives you 18% more health and one extra damage.

I mean, holy crap, that’s gotta be one of the worst elite upgrades in the game. The Paladin upgrade, which costs less gold and more food but is on the same sort of scale, gives 33% more health, 2 more attack, and extra pierce armor! And it’s only worth it if you’re going to be making more than 40 paladins!

The EEA upgrade is even worse. I honestly can’t think of a scenario where it’s worth getting. You’d need to be getting something like 80 EA’s to make it cost effective, which is never, ever going to happen.

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And yet, lowering its cost to 300f only like capped ram would still not make EAs a viable unit. You know it, the pros know this, everyone knows it, that it is a permanent waste of a UU slot that the Indians are cursed with.

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In 1v1 probably not given the individual unit cost for an archer unit. But I can see them being used in team games with late game deathball like Elephant archer+HC+BBC

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Even in team games, why would a player not go for 2.5x the number of crossbows or a mass of skirms? If they were really usable in TG, then why are they never seen used by pro players outside of pure memes?

I mean after they gitgud ofc, Elephant archers act as a perfect meatshield for the hand cannons, absorbing all skirm and arrow fire

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Yeah, and making them siege-killers will be realy good addition to this. Because what is the greatest thread to the ranged units?
The Onager.
Something what can eat skirmfire and kill onagers will be good role for them. BBC can do this, sure, but is more fragile and more expensive. Hussars and camels will die to the halbs, Eles too, but unlike camels and hussars, EA have ranged attack. So dont need to be close to the onagers to kill them. Of course additional range will be also nice.

I think making them siege killers would be too much, rams should still be usable against them, plus if you make them impervious to onagers it’s enaugh for EA to kill them, but this way the player should pay attention to use them as meatshields, not as slower mangudais.

Onager have 9 range, 10 with SE. FU EEA have 7 range. This mean Onager still is a threat to htem, because they have to move closer.
Rams

Now they need 200 shots to take down Capped Ram, 270 to take down Siege Ram. With +2 against Siege, they will need
 67 Shots for CR and 90 fo SR.
Still good for rams, i think.

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But the idea is that the onagers hits them so it doesn’t hit the HC, that’s why it need to be close to the onagers.
Also Indians don’t get SR, only CR, so in this prospecti using EA would mean lose a some archer resistance (but still enaugh) while gaining onager resistance (they should take like only 10 damage for shot), they would also be more mobile than CR and would have a decent damage out at range.

8 range for both normal and siege onager. 9 with SE. 10 for koreans.

3 Likes

Of course. Blind me.

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I like the anti siege concept even if they say with the same stats

With this, they would became a fat, slow mangudai

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Honestly, that’s exactly why I don’t like it. We already have mangudai, no need to make mangudai 2.0.

Or more accurately, mangudai 0.95.

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It could be different from the mangudai, it would be more siege resistant than a siege killer.
Plus mangudais dies to ES, while an EA can take a lot of shots.

True. That is the core concept of tank. Pressure with high resiliance but not high damage

Mangudai can do hit and run tactics. EA cant.

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Well, I offer you my version fo balanced Elephant archers

https://www.ageofempires.com/mods/details/14611/

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Mmm I don’t know about giving them more range, it kinda make their high HP useless if they aren’t on the front lines, though I like the idea of more arrows shot.

Also I like the idea of the TK having more speed with the relics, l don’t like the reduction of the Britons and Italians discounts and the reduction of mayans bonus.